Richard Davey
|
32bd01daba
|
If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778
|
2018-09-26 16:49:18 +01:00 |
|
Richard Davey
|
6fef0fb57e
|
The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058
|
2018-09-26 16:36:45 +01:00 |
|
Richard Davey
|
849de9020c
|
Updated log
|
2018-09-26 16:32:48 +01:00 |
|
Richard Davey
|
b4e59405b4
|
Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026
|
2018-09-26 16:18:44 +01:00 |
|
Richard Davey
|
c0e5197f7c
|
Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037
|
2018-09-26 16:07:32 +01:00 |
|
Richard Davey
|
94d21da3ca
|
The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002
|
2018-09-26 15:27:19 +01:00 |
|
Richard Davey
|
e9417825f0
|
Updated change log
|
2018-09-26 14:15:45 +01:00 |
|
Richard Davey
|
eb09c35056
|
The poly-decomp library, as used by Matter.js, has been updated to 0.3.0.
|
2018-09-26 11:08:55 +01:00 |
|
Richard Davey
|
684838aabe
|
Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50' . This update also impacts the Polygon Shape object, which can now also take this format as well.
|
2018-09-26 11:01:48 +01:00 |
|
Richard Davey
|
ef3f6c0348
|
The Shape.Line object was missing a lineWidth property unless you called the setLineWidth method, causing the line to not render in Canvas only. Fix #4068
|
2018-09-26 09:33:09 +01:00 |
|
Richard Davey
|
2985a97c56
|
TileSet.getTileData() has been updated so it will return tile data from either Tiled 1.1.x or the new Tiled 1.2.x JSON structure. Fix #3998
|
2018-09-25 16:20:34 +01:00 |
|
Richard Davey
|
600b226337
|
Updated log
|
2018-09-25 16:12:15 +01:00 |
|
Richard Davey
|
37d7b7b32d
|
The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049
|
2018-09-25 15:54:13 +01:00 |
|
Richard Davey
|
df8c0d8673
|
Calling Tilemap.renderDebug ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061
|
2018-09-25 15:37:46 +01:00 |
|
Richard Davey
|
41920b07cc
|
Tilemap.setBaseTileSize now sets the size into the LayerData baseTileWidth and baseTileHeight properties accordingly. Fix #4057
|
2018-09-25 15:19:57 +01:00 |
|
Richard Davey
|
2812bff0ee
|
Sprites now have preDestroy method, which is called automatically by destroy . The method destroys the Animation component, unregistering the remove event in the process and freeing-up resources. Fix #4051
|
2018-09-25 15:11:15 +01:00 |
|
Richard Davey
|
e94d92518d
|
GameObjects added to and removed from Containers no longer listen for the shutdown event at all
|
2018-09-25 15:00:23 +01:00 |
|
Richard Davey
|
89b9f42f3e
|
Adding jsdocs
|
2018-09-24 23:20:43 +01:00 |
|
Richard Davey
|
f869794346
|
Preparing for 3.14 work
|
2018-09-20 17:20:26 +01:00 |
|
Richard Davey
|
28d3336bd3
|
Updated change log and readme
|
2018-09-20 16:57:25 +01:00 |
|
Richard Davey
|
cd0bc6ae58
|
Updated log
|
2018-09-20 14:13:24 +01:00 |
|
Richard Davey
|
0646843d49
|
Updated log and docs
|
2018-09-19 14:13:55 +01:00 |
|
Richard Davey
|
9b812f8394
|
Calling setFrame on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039
|
2018-09-18 11:18:00 +01:00 |
|
Richard Davey
|
754fc4f622
|
RenderTexture.resize wouldn't correctly resize the texture under WebGL. Fix #4034
|
2018-09-17 11:48:34 +01:00 |
|
Richard Davey
|
5ec26fa62d
|
Cameras now emit prerender and postrender events if they are set to render to textures.
|
2018-09-14 15:53:06 +01:00 |
|
Richard Davey
|
e92a01985e
|
If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033
|
2018-09-14 14:48:53 +01:00 |
|
Richard Davey
|
78874b6d78
|
Updated the change log
|
2018-09-14 14:03:44 +01:00 |
|
Richard Davey
|
2102653416
|
Updated change log
|
2018-09-14 12:33:27 +01:00 |
|
Richard Davey
|
b8302a7f08
|
Updated log
|
2018-09-14 10:36:24 +01:00 |
|
Richard Davey
|
aeda1c042b
|
If a Scene is already active (i.e. running) and you call start on it (such as from another Scene) then it will shutdown the Scene first, before starting it again.
|
2018-09-13 16:32:02 +01:00 |
|
Richard Davey
|
5e6f52a0f7
|
Updated log
|
2018-09-13 13:31:03 +01:00 |
|
Richard Davey
|
1db44806ed
|
Updated log
|
2018-09-13 09:30:32 +01:00 |
|
Richard Davey
|
37d5de50cc
|
Updated log
|
2018-09-12 16:30:07 +01:00 |
|
Richard Davey
|
0a152949cb
|
Added setLineSpacing method and docs.
|
2018-09-12 16:29:38 +01:00 |
|
Richard Davey
|
a418995c15
|
Fixed jsdoc versions and updated them for #4019
|
2018-09-12 15:34:48 +01:00 |
|
Richard Davey
|
6d7ca32e6d
|
Game Objects would not remove themselves from the Scene's shutdown event handler when destroyed, leading to a build-up over time
|
2018-09-12 15:06:13 +01:00 |
|
Richard Davey
|
0436f1ff6d
|
If you flagged a Tween as paused in its config, never started it, and then called Tween.stop it wouldn't ever be removed from the _pending array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023
|
2018-09-12 14:54:08 +01:00 |
|
Richard Davey
|
b1771a17dd
|
Updated InputPlugin event specificity flow and added stopPropagation support
|
2018-09-12 12:38:08 +01:00 |
|
Richard Davey
|
4d05e5ce7d
|
Updated change log
|
2018-09-10 20:44:28 +01:00 |
|
Richard Davey
|
0350e0d078
|
Updated change log
|
2018-09-10 11:29:35 +01:00 |
|
Richard Davey
|
dedc939fdd
|
initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified.
|
2018-09-05 11:19:02 +01:00 |
|
Richard Davey
|
dff9bdef9f
|
The Graphics Canvas Renderer will now automatically call beginPath on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames.
|
2018-09-04 23:33:38 +01:00 |
|
Richard Davey
|
8216c11143
|
Updated log
|
2018-09-04 22:45:30 +01:00 |
|
Richard Davey
|
5b98386677
|
Calling Text.setStyle would make the Text vanish if you didn't provide a resolution property in the style configuration object. Calling setStyle now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011
|
2018-09-04 22:43:25 +01:00 |
|
Richard Davey
|
03aeaefe21
|
Preparing for 3.13 development
|
2018-09-04 16:01:42 +01:00 |
|
Richard Davey
|
cb1c6f614d
|
Preparing for 3.12 release
|
2018-09-04 15:42:10 +01:00 |
|
Richard Davey
|
382d6ae687
|
Updated log
|
2018-09-04 14:12:51 +01:00 |
|
Richard Davey
|
7c55e65543
|
Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987
|
2018-09-04 12:16:24 +01:00 |
|
Richard Davey
|
3d989e136f
|
Arcade Physics World collideSpriteVsTilemapLayer now syncs the collision results back to the body, allowing you to call collide from within an update loop once again. Fix #3999
|
2018-09-04 12:12:51 +01:00 |
|
Richard Davey
|
a1610fd9d7
|
Log updated
|
2018-09-03 13:13:37 +01:00 |
|
Richard Davey
|
a2dc7929dc
|
Updated log
|
2018-09-01 10:22:03 +01:00 |
|
Richard Davey
|
d586483dc3
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-09-01 01:48:30 +01:00 |
|
Richard Davey
|
cdd75f85a2
|
Updated log
|
2018-09-01 01:47:00 +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 |
|
Richard Davey
|
ecae9d0503
|
The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992
|
2018-08-31 13:27:24 +01:00 |
|
Richard Davey
|
1f859208ea
|
Updated log
|
2018-08-29 16:35:18 +01:00 |
|
Richard Davey
|
00b9da47d5
|
Updated log
|
2018-08-29 16:12:05 +01:00 |
|
Richard Davey
|
7041bd99ec
|
The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984
|
2018-08-29 11:57:30 +01:00 |
|
Richard Davey
|
cbfc208e5b
|
Updated log
|
2018-08-24 23:58:38 +01:00 |
|
Richard Davey
|
ca783182bf
|
Updated change log
|
2018-08-23 18:11:29 +01:00 |
|
Richard Davey
|
0e27dc33e4
|
When a Sprite3D object is added to a Camera via Camera.add it is now added to the Display and Update Lists. Fix #3945
|
2018-08-23 15:53:33 +01:00 |
|
Richard Davey
|
fc51f3a2db
|
Updated log and added plugin readme
|
2018-08-23 15:44:53 +01:00 |
|
Richard Davey
|
a8b649cf98
|
Log update
|
2018-08-23 12:36:35 +01:00 |
|
Richard Davey
|
5443f9cf5a
|
Fixed the way the arc overshoot works.
|
2018-08-23 12:31:55 +01:00 |
|
Richard Davey
|
144cfaff8f
|
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.
|
2018-08-22 17:01:21 +01:00 |
|
Richard Davey
|
dc868f8368
|
You can now resize SVG files during load, before they are rendered to textures.
Also added scale support and fixed some viewBox settings (#3941)
|
2018-08-22 15:43:09 +01:00 |
|
Richard Davey
|
65fb366ecd
|
Matter updated to 0.14.2. Fix #3929
|
2018-08-22 14:01:35 +01:00 |
|
Richard Davey
|
0dccc3a510
|
Updated jsdocs. Fix #3849
|
2018-08-21 23:48:03 +01:00 |
|
Richard Davey
|
2dfe321d67
|
The getPixelAlpha and getPixel methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937
|
2018-08-21 23:25:08 +01:00 |
|
Richard Davey
|
198f353c9a
|
The default Container Blend Mode is now SKIP_TEST . This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684
|
2018-08-21 22:07:35 +01:00 |
|
Richard Davey
|
01290afda9
|
A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method.
|
2018-08-21 21:54:38 +01:00 |
|
Richard Davey
|
55c2de28b7
|
Updated log
|
2018-08-21 18:03:52 +01:00 |
|
Richard Davey
|
a98b3c3b15
|
In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951
|
2018-08-21 15:55:39 +01:00 |
|
Richard Davey
|
a7bbbb657d
|
Updated log
|
2018-08-21 15:40:40 +01:00 |
|
Richard Davey
|
3cc17f5c97
|
The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND ) and don't provide a seed for it
|
2018-08-21 14:06:41 +01:00 |
|
Richard Davey
|
0eef6f1bb9
|
Updated scroll factor docs to clarify impact on physics bodies #3810
|
2018-08-20 19:19:53 +01:00 |
|
Richard Davey
|
761415f051
|
Updated log
|
2018-08-20 18:46:10 +01:00 |
|
Richard Davey
|
27c3cc30ac
|
Previously, changing a Text object by setting its text property directly wouldn't change the text being rendered as using setText was the expected way to change what was being displayed. Internally the text property has been renamed to _text and flagged as private, and a new getter / setter for text has been added, which hands over to the setText method, meaning you can now use both ways of setting the text. Fix #3919
|
2018-08-20 17:41:05 +01:00 |
|
Richard Davey
|
818fbb05c7
|
Updated log
|
2018-08-20 16:42:27 +01:00 |
|
Richard Davey
|
661070ec6a
|
Updated log
|
2018-08-18 16:46:03 +01:00 |
|
Richard Davey
|
4bdb0de312
|
The Arcade Physics Body.speed property is now set whenever you set the velocity via setVelocity or setVelocityX or setVelocityY which stops the body velocity being reset to zero if useDamping is enabled. Fix #3888
|
2018-08-08 17:31:22 +01:00 |
|
Richard Davey
|
764de08ff4
|
Camera.ignore can now take nested-arrays of Game Objects and also supports both Groups and Containers.
|
2018-08-08 16:46:14 +01:00 |
|
Richard Davey
|
452a364c0b
|
Updated log
|
2018-08-08 01:33:39 +01:00 |
|
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 |
|
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 |
|
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 |
|
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.
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2018-07-26 16:34:13 +01:00 |
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Richard Davey
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c65e7dc5fa
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Updated log
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2018-07-25 23:00:36 +01:00 |
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Richard Davey
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e2517486a1
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Updated log
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2018-07-23 15:52:55 +01:00 |
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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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09bee35693
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Updated log
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2018-07-23 01:53:48 +01:00 |
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Richard Davey
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2c7280a2c0
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Updated log
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2018-07-23 01:39:37 +01:00 |
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Richard Davey
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2a008e6713
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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)
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2018-07-19 13:21:51 +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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1d697b1371
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Updated log
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2018-07-19 00:42:37 +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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20f1b37256
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eslint fix and log update
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2018-07-18 15:06:56 +01:00 |
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Richard Davey
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b6a1033dbd
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Fixed Camera FX for scaled camera sizes
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2018-07-18 15:03:06 +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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1b9f5dc76d
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Updated change log
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2018-07-18 14:32:55 +01:00 |
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Richard Davey
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e29671282b
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Updated change log
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2018-07-17 22:44:28 +01:00 |
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Richard Davey
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73292c892a
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Updated change log
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2018-07-16 15:16:29 +01:00 |
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Richard Davey
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05e6f65d51
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3.11 Release
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2018-07-13 11:37:57 +01:00 |
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Richard Davey
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9a82bd33e5
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Updated change log
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2018-07-13 11:14:29 +01:00 |
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Richard Davey
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944ca91e85
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Updated log
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2018-07-13 08:30:57 +01:00 |
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Richard Davey
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b4ddd44105
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Added cullCallback support - the final step in culling. Don't like ours? Roll your own!
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2018-07-12 17:06:36 +01:00 |
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Richard Davey
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8981cf4a03
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Swapped from vec2 to explicit values for cullPadding
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2018-07-12 16:51:54 +01:00 |
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Richard Davey
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b03d3ff783
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Added support for cull padding
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2018-07-12 16:44:36 +01:00 |
|
Richard Davey
|
52f50028c3
|
Updated change log
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2018-07-12 16:32:36 +01:00 |
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Richard Davey
|
7ea53767cd
|
Updated change log
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2018-07-12 16:13:00 +01:00 |
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Richard Davey
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049f59da70
|
Updated log and packages
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2018-07-12 01:14:52 +01:00 |
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Richard Davey
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872788db1e
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Updated info
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2018-07-11 17:20:13 +01:00 |
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Richard Davey
|
e588ccc321
|
Updated log
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2018-07-11 16:25:03 +01:00 |
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Richard Davey
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82b15c8695
|
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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cced09bad6
|
Added Pointer.prevPosition and getInterpolatedPosition method
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2018-07-11 12:34:00 +01:00 |
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Richard Davey
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14354fd151
|
Added deprecation warning
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2018-07-10 17:18:08 +01:00 |
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Richard Davey
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9c9e9cecbb
|
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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f813c3a4e3
|
Updated log
|
2018-07-10 16:34:29 +01:00 |
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Richard Davey
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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.
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2018-07-10 14:01:14 +01:00 |
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Richard Davey
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4d5eb4755b
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Updated log
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2018-07-09 23:02:31 +01:00 |
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Richard Davey
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6560f51699
|
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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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
|
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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17653fcf7d
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BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
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2018-07-09 14:26:45 +01:00 |
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Richard Davey
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cd508ab3f1
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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.
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2018-07-09 14:08:55 +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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cb7510b2e5
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Updated log
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2018-07-08 23:19:33 +01:00 |
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Richard Davey
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8b13631107
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Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
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2018-07-06 19:35:46 +01:00 |
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Richard Davey
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6aa1526ea9
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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
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2018-07-06 17:15:46 +01:00 |
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Richard Davey
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a64d747c98
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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
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2018-07-06 16:34:11 +01:00 |
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Richard Davey
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1931716da3
|
Exposed isTinted bool
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2018-07-06 16:22:42 +01:00 |
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Richard Davey
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901a75d053
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setCrop will accept numbers or a Rectangle object
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2018-07-06 12:57:42 +01:00 |
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Richard Davey
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f195a09530
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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.
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2018-07-05 23:54:51 +01:00 |
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Richard Davey
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f3a446797d
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Added new TextureCrop component
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2018-07-05 13:06:28 +01:00 |
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Richard Davey
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43fc988034
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Moved crop UV handler to the Frame method. Cleaner and easier.
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2018-07-04 15:18:08 +01:00 |
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Richard Davey
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ee8c1b403a
|
Fixed cropping with flipped images
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2018-07-04 14:50:26 +01:00 |
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Richard Davey
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4b0ed8a0da
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-07-03 00:14:28 +01:00 |
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Richard Davey
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c82c09914e
|
Updated UV values
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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
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cf008e612c
|
Added e and f properties and multiplyWithOffset and copyFrom
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2018-07-02 15:33:54 +01:00 |
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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.
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2018-07-02 13:43:35 +01:00 |
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Richard Davey
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390ae5f683
|
Update
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2018-07-02 13:32:20 +01:00 |
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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.
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2018-07-02 12:33:46 +01:00 |
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Richard Davey
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b57d94ae33
|
Typo fixes
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2018-06-29 01:07:14 +01:00 |
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Richard Davey
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f97ce72e16
|
Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
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2018-06-28 14:17:04 +01:00 |
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Richard Davey
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217779604c
|
Added tileScaleX and tileScaleY support for Tile Sprites
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2018-06-28 12:59:27 +01:00 |
|
Richard Davey
|
7a23378015
|
Unified use of roundPixels, antialias and pixelArt modes
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2018-06-27 15:15:00 +01:00 |
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Richard Davey
|
1bfe58ab55
|
remove can take an array of cameras and also no longer needs total to be > 0
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2018-06-27 13:03:40 +01:00 |
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Richard Davey
|
183f5c4260
|
CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
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2018-06-27 12:45:54 +01:00 |
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Richard Davey
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f2b7fd0a32
|
Removed the cameraX properties because they fall out of sync on camera remove
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2018-06-27 12:13:37 +01:00 |
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Richard Davey
|
da2b91b460
|
ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
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2018-06-27 11:31:51 +01:00 |
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Richard Davey
|
d02d6532fd
|
TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789
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2018-06-27 11:20:21 +01:00 |
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Richard Davey
|
0fdeec2e26
|
Updated docs
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2018-06-26 17:43:05 +01:00 |
|
Richard Davey
|
c2fbad8356
|
Added jsdocs. Now 100% complete!
|
2018-06-26 17:24:51 +01:00 |
|
Richard Davey
|
f1190529d2
|
ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
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2018-06-26 16:35:45 +01:00 |
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Richard Davey
|
b95f980023
|
Added in data object passing to all relevant methods #3748
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2018-06-26 16:08:14 +01:00 |
|
Richard Davey
|
bb7b99a4db
|
Updated log and formatting
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2018-06-25 22:53:42 +01:00 |
|
Richard Davey
|
c6c9b25fdc
|
Camera.alpha (and its related method Camera.setAlpha ) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
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2018-06-25 17:35:36 +01:00 |
|
Richard Davey
|
51468fdefc
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-06-25 16:25:42 +01:00 |
|
Richard Davey
|
d20188b75d
|
Removed camera pool, renamed current ID and added accessor properties
|
2018-06-25 16:10:50 +01:00 |
|
Richard Davey
|
0c55745206
|
Updated log
|
2018-06-25 16:06:31 +01:00 |
|