Commit graph

12449 commits

Author SHA1 Message Date
Richard Davey
0e145756bb Added new uniforms and handle rounding in the shader 2023-10-10 18:50:17 +01:00
Richard Davey
6360d76515 Removed use of roundPixels for now 2023-10-10 18:49:59 +01:00
Richard Davey
4bb2807627 Added uRoundPixels and uResolution to the core shaders 2023-10-10 18:49:49 +01:00
Richard Davey
cd1854630e Testing round pixels on shader 2023-10-05 14:39:21 +01:00
Richard Davey
ae24bc9d03 Updated GetCollidesWith 2023-10-04 21:31:54 +01:00
Richard Davey
f7f070eedf Merge all the functions into the component 2023-10-04 21:30:50 +01:00
Richard Davey
6bfaa94c4d Add Collision Component mixin 2023-10-04 21:30:41 +01:00
Richard Davey
07620231e5 Add Collision Component and properties 2023-10-04 21:30:27 +01:00
Richard Davey
3268650dcb Make Collision Component capable of working with Groups and Tilemap Layers 2023-10-04 17:09:37 +01:00
Richard Davey
0cb99a7ecf Added canCollide method and used it in all collision checks 2023-10-04 16:29:07 +01:00
Richard Davey
fd899c03e8 Update SetCollisionObject.js 2023-10-04 16:28:29 +01:00
Richard Davey
2461bf076a Added collision category, collision mask and related methods 2023-10-04 16:28:22 +01:00
Richard Davey
922b756503 Added collision category marker and nextCategory method 2023-10-04 16:27:37 +01:00
Richard Davey
eda08c20f5 Exposed Collision Component 2023-10-04 16:26:20 +01:00
Richard Davey
a08c25fd35 Added Collision component 2023-10-04 16:26:11 +01:00
Richard Davey
279a25ca88 Create Collision.js 2023-10-04 16:23:23 +01:00
Richard Davey
4e61b9fd13 Create ArcadeCollider.js 2023-10-04 16:23:17 +01:00
Richard Davey
9121ea527d Create SetCollidesWith.js 2023-10-04 16:23:13 +01:00
Richard Davey
e25e2489c4 Update SetCollisionObject.js 2023-10-04 12:49:27 +01:00
Richard Davey
49e97291cf SetCollisionObject is a new function that Arcade Physics bodies use internally to create and reset their ArcadeBodyCollision data objects. 2023-10-04 12:46:58 +01:00
Richard Davey
b364995f2f Added Body.slideFactor vec2
* Arcade Physics Bodies have a new property called `slideFactor`. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.
* `Body.setSlideFactor` is a new method that sets the Body's `slideFactor` property.
2023-10-04 11:57:37 +01:00
Richard Davey
563137ac78 Typo fix 2023-10-04 11:57:24 +01:00
Richard Davey
a79ae92d44 Calling the Line.setLineWidth method on the Line Shape Game Object would result in a line with double the thickness it should have had in WebGL. In Canvas it was the correct width. Both renderers now match. Fix #6604 2023-09-27 18:53:36 +01:00
Richard Davey
2ad71909f3 The DynamicTexture.fill method will now correctly draw the fill rectangle if the width and height are provided in WebGL, where-as before it would assume the y axis started from the bottom-left instead of top-left. Fix #6615 2023-09-27 18:44:39 +01:00
Richard Davey
94662cdbc7 StaticBody.setSize will now check to see if the body has a Game Object or not, and only call getCenter and the frame sizes if it has. This fixes a bug where calling physics.add.staticBody would throw an error if you provided a width and height. Fix #6630 2023-09-27 18:22:01 +01:00
Richard Davey
d07d756760 The LoaderPlugin will now call removeAllListeners() as part of its shutdown method, which will clear any event listeners bound to a Loader instance of the Scene, during the Scene shutdown. Fix #6633 2023-09-27 18:15:12 +01:00
Richard Davey
455420c4a0
Merge pull request #6627 from rexrainbow/plane-origin
Add read-only originX, originY properties
2023-09-27 18:06:20 +01:00
Richard Davey
2be65ec210
Merge pull request #6632 from samme/docs/tween-persist
Docs: change tween `persists` to `persist`
2023-09-27 17:57:36 +01:00
Richard Davey
ba7f2ff22e
Merge pull request #6635 from PresentCreativeLLC/ParticleDocumentationTypoFix
Fixed a typo, changed 'Interal' for 'Internal'
2023-09-27 17:57:10 +01:00
Richard Davey
8472087534
Merge pull request #6638 from samme/docs/tween-builders
Docs: TweenBuilderConfig and NumberTweenBuilderConfig
2023-09-27 17:53:28 +01:00
samme
720b2ccc6f Docs: NumberTweenBuilderConfig
- Remove the v3.55 "Scope" properties
- Other simplifications
2023-09-27 09:30:15 -07:00
samme
485be95248 Docs: TweenBuilderConfig
Clarify onRepeat, onYoyo
2023-09-27 09:27:34 -07:00
Richard Davey
1be82975f7 The Request Video Frame polyfill will now check first to see if the browser supports HTMLVideoElement before trying to inspect its prototype. This should help in non-browser environments. 2023-09-27 17:18:10 +01:00
Richard Davey
6cda06c6b2 The Text.dirty Game Object property has been removed. It wasn't used internally at all, so was just adding confusion and using space. 2023-09-27 16:58:25 +01:00
Alvaro Estrada
9b4d41d1bf Fixed a typo, changed 'Interal' for 'Internal' 2023-09-24 22:49:42 -06:00
samme
76a6786fba Docs: change persists to persist 2023-09-23 08:12:22 -07:00
Rex
1704e2ca5a Add read-only originX, originY properties 2023-09-21 11:10:49 +08:00
Richard Davey
cbb802bcff Merge branch 'master' of https://github.com/photonstorm/phaser 2023-09-14 11:47:33 +01:00
Richard Davey
a1bc5e247b Clarify set body docs further 2023-09-14 11:47:31 +01:00
samme
f7571462a0 Docs: explain FileConfig.type values 2023-09-13 08:28:57 -07:00
Richard Davey
5238c0b193 Ready for 3.61 Beta 3 2023-09-07 18:15:47 +01:00
Richard Davey
59438ad874 Both the Animation Config and the Play Animation Config allow you to set a new boolean property randomFrame. This is false by default, but if set, it will pick a random frame from the animation when it _starts_ playback. This allows for much more variety in groups of sprites created at the same time, using the same animation. This is also reflected in the new Animation.randomFrame and AnimationState.randomFrame properties. 2023-09-07 18:00:18 +01:00
Richard Davey
5961b821aa Added missing property 2023-09-07 17:24:19 +01:00
Richard Davey
de48d84699 Updated jsdocs 2023-09-07 17:21:32 +01:00
Richard Davey
232916e3fa Fixed use of modified Wrap function 2023-09-07 16:42:41 +01:00
Richard Davey
377cc6b37b iOS and any browser identifying as AppleWebKit will now set the Device.es2019 flag to true. This causes Phaser to use the native array Stable Sort. This fixes an issue where overlapping particles could flicker on iOS. Fix #6483 2023-09-07 16:22:39 +01:00
Richard Davey
533ed6e47d The ParticleEmitterWebGLRenderer has been refactored so that the particle.frame is used as the source of the glTexture used in the batch and also if a new texture unit is required. This fixes issues where a Particle Emitter would fail to use the correct frame from a multi-atlas texture. Fix #6515 2023-09-07 16:14:06 +01:00
Richard Davey
962ff04538 If you gave the width or height in the Game Config object as a string it would multiply the value given by the parent size, often leading to a huge game canvas, or causing WebGL errors as it tried to create a texture larger than the GPU could handle. This has now been strengthened. If you give a string with a % at the end, it works as before, i.e. "100%" or "50%" to set the scale based on the parent. If you don't include the %, or use another unit, such as "800px" it will now be treated as a fixed value, not a percentage. 2023-09-07 15:19:57 +01:00
Richard Davey
fe05501e38 The PostFXPipeline will now set autoResize to true on all of its RenderTarget instances. This fixes an issue where the PostFXPipeline would not resize the render targets when the game size changed, causing them to become out of sync with the game canvas. Fix #6503 #6527 2023-09-07 14:43:36 +01:00
Richard Davey
540fe9ec9a
Merge pull request #6578 from rexrainbow/mesh-setinteractive-improve
Uses current faces to do hit-testing
2023-09-07 14:08:28 +01:00