Commit graph

1380 commits

Author SHA1 Message Date
Richard Davey
5f92b05fd7 Added game config keyboard capture flag for global preventDefault handling. 2018-11-12 22:22:12 +00:00
Richard Davey
23cc8b84e3 Added getConnectedScores method 2018-11-12 17:15:00 +00:00
Richard Davey
0557ee071b Updated setScore handling 2018-11-12 12:38:18 +00:00
Richard Davey
511707e4a7 Update CHANGELOG.md 2018-11-07 16:16:50 +00:00
Richard Davey
979fc7341f The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3 Game Objects have a new property called state. 2018-11-07 15:11:59 +00:00
Richard Davey
e34d759928 Removed sortGameObjects and getTopGameObject methods 2018-11-01 12:12:06 +00:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
Richard Davey
7441ff90ae The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does. 2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd The data object being sent to the Dynamic Bitmap Text callback now has a new property parent, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth) 2018-10-25 14:10:12 +01:00
Richard Davey
7ca0edcdfc Update CHANGELOG.md 2018-10-24 15:26:31 +01:00
Richard Davey
d3b573a615 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. 2018-10-24 14:08:49 +01:00
Richard Davey
7bfd213b0d Update CHANGELOG.md 2018-10-23 17:47:59 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8 Added new jsdocs 2018-10-22 12:12:31 +01:00
Richard Davey
2180b1fe58 Update CHANGELOG.md 2018-10-19 18:32:14 +01:00
Richard Davey
aafac3df06 Update CHANGELOG.md 2018-10-19 16:14:54 +01:00
Richard Davey
ec443cce01 Update CHANGELOG.md 2018-10-19 15:33:47 +01:00
Richard Davey
73678526ce Update CHANGELOG.md 2018-10-19 13:50:39 +01:00
Richard Davey
f639091a01 Update CHANGELOG.md 2018-10-19 13:32:40 +01:00
Richard Davey
c9a4a240f8 The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list 2018-10-19 13:08:05 +01:00
Richard Davey
b52c63fe10 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-10-19 12:32:48 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Richard Davey
c9b7ce3938 The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method. 2018-10-18 22:04:41 +01:00
Richard Davey
61f74a2fc6 The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly. 2018-10-17 15:15:46 +01:00
Richard Davey
61008f4eda 3.15.1 Release 2018-10-16 16:24:43 +01:00
Richard Davey
017140f49a Update CHANGELOG.md 2018-10-16 15:24:02 +01:00
Richard Davey
daee448528 Updated change log 2018-10-16 11:45:07 +01:00
Richard Davey
24837c4312 Updated log 2018-10-12 18:32:42 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
3e9cc42f49 Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices. 2018-10-10 13:41:47 +01:00
Richard Davey
1025362781 Updated log 2018-10-08 17:03:06 +01:00
Richard Davey
8994d8f13e CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. 2018-10-05 18:30:00 +01:00
Richard Davey
4d13702c33 The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 2018-10-05 16:27:42 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2 Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off 2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a 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 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742 Preparing for 3.15 dev 2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7 3.14 Release 2018-10-01 14:44:42 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
Richard Davey
56c26cfd18 Updated log 2018-09-29 11:21:48 +01:00
Richard Davey
38cacfd9f7 Added new jsdocs 2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9 Added new jsdocs 2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d Completed DynamicTilemapLayer jsdocs 2018-09-28 14:46:31 +01:00
Richard Davey
43067aa30e Completed Tilemap class docs 2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d Added jsdocs. 2018-09-28 12:45:01 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
818a28073f Added jsdocs 2018-09-28 11:04:19 +01:00
Richard Davey
24fdcb5ffd New docs 2018-09-28 10:32:58 +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
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
c2f77a858b Updated log 2018-09-27 13:09:47 +01:00
Richard Davey
aff073a6c0 Updated log 2018-09-27 12:12:33 +01:00
Richard Davey
e5e8f84e96 Updated log 2018-09-27 11:47:56 +01:00
Richard Davey
bed4abc8ed Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats 2018-09-27 00:41:11 +01:00
Richard Davey
8cc7650f8c Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call. 2018-09-26 17:15:22 +01:00
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. 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
Richard Davey
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 2018-06-28 14:17:04 +01:00
Richard Davey
217779604c Added tileScaleX and tileScaleY support for Tile Sprites 2018-06-28 12:59:27 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
1bfe58ab55 remove can take an array of cameras and also no longer needs total to be > 0 2018-06-27 13:03:40 +01:00
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. 2018-06-27 12:45:54 +01:00
Richard Davey
f2b7fd0a32 Removed the cameraX properties because they fall out of sync on camera remove 2018-06-27 12:13:37 +01:00
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 2018-06-27 11:31:51 +01:00
Richard Davey
d02d6532fd TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789 2018-06-27 11:20:21 +01:00
Richard Davey
0fdeec2e26 Updated docs 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 2018-06-26 16:35:45 +01:00
Richard Davey
b95f980023 Added in data object passing to all relevant methods #3748 2018-06-26 16:08:14 +01:00
Richard Davey
bb7b99a4db Updated log and formatting 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. 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
Chris Andrew
3b3005926a Updated change log. 2018-06-24 00:55:57 +01:00
Richard Davey
6df877cfa3 Docs update 2018-06-23 12:33:20 +01:00
Richard Davey
472df6a7be Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets. 2018-06-21 15:54:54 +01:00
Richard Davey
2ff6845360 Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 2018-06-21 14:03:31 +01:00
Richard Davey
3e3b0d6397 Fixed issue where negative camera bounds wouldn't clamp properly 2018-06-21 12:33:20 +01:00
Richard Davey
2c8c4c7a16 Bob.setFrame didn't actually set the frame on the Bob, now it does. Fix #3774 2018-06-20 19:33:59 +01:00
Richard Davey
8fadf99c85 Updated change log 2018-06-20 17:52:23 +01:00
Richard Davey
7d573a35eb Added Camera.setDeadzone method, updated startFollow and added jsdocs. 2018-06-20 14:26:36 +01:00
Richard Davey
d15ac52f02 Updated log 2018-06-19 23:37:08 +01:00
Richard Davey
f1fe131e56 Tidying up Render Texture to make it more useful 2018-06-19 14:14:37 +01:00
Richard Davey
62661b46fb Updated rounded rect functions 2018-06-19 13:17:38 +01:00
Richard Davey
56df2ea829 Updated change log 2018-06-19 12:40:29 +01:00
Richard Davey
e5fbcd5574 Calling Tween.play on a tween created via TweenManager.create wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 2018-06-19 12:28:29 +01:00
Richard Davey
28851ff69b Use hyphens instead of underscores. Fix #3751 2018-06-14 13:30:33 +01:00
Richard Davey
52d04ee5f9 The LoaderPlugin didn't emit the filecomplete event if any of files failed to load, causing it to fail to run the Scene create function as well. Fix #3750 2018-06-14 13:23:15 +01:00
Richard Davey
62deef81d8 Preparing for 3.11.0 development 2018-06-13 15:51:07 +01:00
Richard Davey
6456ef10a6 Touch pointer total fix
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
16f61b402b 3.10 Release 2018-06-13 09:00:40 +01:00
Richard Davey
641abd300b Updated the change log 2018-06-12 16:21:44 +01:00
Richard Davey
6dba00a9a7 Updated change log 2018-06-12 13:15:07 +01:00
Richard Davey
5313343730 Pointers capped at 10 max. 2018-06-11 13:39:28 +01:00
Richard Davey
e6e33f5e21 Added Game.isOver and mouseover and mouseout events. 2018-06-11 12:32:25 +01:00
Richard Davey
c24f3b8fdb Updated change log 2018-06-11 11:54:09 +01:00
Richard Davey
0b8915520b Added eslint rules. Fixed incorrect ES6 use. 2018-06-11 09:05:52 +01:00
Richard Davey
4304811dde Added new Pixel Perfect input handler and makePixelPerfect method. 2018-06-08 17:50:47 +01:00
Richard Davey
680d34b3c4 Convert Gamepad Manager to an Input Plugin 2018-06-08 16:17:58 +01:00
Richard Davey
02554984fe Removed KeyboardManager and replaced with KeyboardPlugin
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
43fd10bbc1 ScenePlugin.run is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started. 2018-06-08 15:07:00 +01:00
Richard Davey
a2c20a9aa7 lint fixes 2018-06-05 01:08:32 +01:00
Richard Davey
c0ac1259ea Significant Data Manager overhaul.
Adds in values property, removes redundant functions, streamlines the event flow, adds features to the get and set handlers.
2018-06-05 01:01:13 +01:00
Richard Davey
a0e4a07920 In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 2018-06-04 22:29:58 +01:00
Richard Davey
dced3a2090 Updated log. 2018-06-04 22:15:05 +01:00
Richard Davey
719a2eedca Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 2018-06-04 21:04:27 +01:00
Richard Davey
a804d7fc75 Formatting fixes. 2018-06-04 17:26:47 +01:00
Richard Davey
8aacb7fe77 Typo 2018-06-04 17:13:38 +01:00
Richard Davey
6092088afc Updated change log. 2018-06-04 17:03:38 +01:00
Richard Davey
699951bc40 Updated change log 2018-06-04 16:49:17 +01:00
Richard Davey
ecfbea8bd4 Updated change log. 2018-06-04 15:19:32 +01:00
Richard Davey
130ab75c74 Updated change log 2018-06-04 13:24:55 +01:00
Richard Davey
e7fec396e1 If a Body collides with a Static Body it will now set the blocked properties accordingly 2018-06-03 21:17:33 +01:00
Richard Davey
e3e4130a15 Updated log 2018-06-03 17:08:16 +01:00
Richard Davey
fb817833a5 Updated change log 2018-06-02 12:45:34 +01:00
Richard Davey
95826aa95f Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-01 19:19:21 +01:00
Richard Davey
2a4e6ae56e Updated log with Arcade Physics changes 2018-06-01 19:19:18 +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
Richard Davey
2dc7f1dc4e Updated change log 2018-06-01 00:06:05 +01:00
Chris Andrew
b2ef86534e Updated change log. 2018-05-31 18:05:54 +01:00
Chris Andrew
ee6f48b10c Fixed an incorrect usage of Math.abs() in Quaternion.calculateW() (thanks @qxzkjp). 2018-05-31 18:05:31 +01:00
Chris Andrew
fb55b9bb44 Updated change log. 2018-05-31 17:44:22 +01:00
Richard Davey
f45ab89f8d The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 2018-05-31 16:57:30 +01:00
Richard Davey
20e21ff5ac Rectangle.RandomOutside is a new function that takes two Rectangles, outer and inner, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle. 2018-05-31 14:07:39 +01:00
Richard Davey
a739be27a1 RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time 2018-05-29 12:07:40 +01:00
Richard Davey
a7da8dc28f The Canvas RenderTexture drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 2018-05-29 11:50:23 +01:00
Richard Davey
d2981a8576 Preparing for 3.10 dev work 2018-05-25 00:21:01 +01:00
Richard Davey
23d3fe3774 3.9.0 Release 2018-05-24 23:42:40 +01:00
Richard Davey
6cfc5d49e7 The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 2018-05-24 23:17:33 +01:00
Richard Davey
3d9da060c5 Camera.shake would not effect dynamic tilemap layers. Fix #3669 2018-05-24 23:02:59 +01:00
Richard Davey
7d692bc7dc Added Camera.followOffset property and helper methods setLerp and setFollowOffset. 2018-05-24 17:30:28 +01:00
Richard Davey
f8cda698e4 Added Camera.lerp and implemented linear interpolation when following targets 2018-05-24 15:29:38 +01:00
Richard Davey
57c2ccbf5e Formatting fix and doc update 2018-05-24 14:03:29 +01:00
Richard Davey
35a5a6d2da updated change log 2018-05-24 13:49:51 +01:00
Richard Davey
68303622f2 Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 2018-05-23 15:17:26 +01:00
Richard Davey
6eea9db9b2 jsdoc fixes. FIx #3694 2018-05-23 15:04:54 +01:00
Richard Davey
63bb14c37c Log update 2018-05-23 14:58:44 +01:00
Richard Davey
b6768f8a0f Added contributor 2018-05-22 23:23:01 +01:00
Richard Davey
8aa116ca4b The dragend event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 2018-05-22 21:24:50 +01:00
Richard Davey
de8462efed Added default values and tidied up docs a little 2018-05-22 16:19:18 +01:00
Richard Davey
a9cbf23b4e Log update 2018-05-22 16:13:05 +01:00
Richard Davey
457ab68ef4 Container updated to use preDestroy and remove event hooks 2018-05-22 16:02:28 +01:00
Richard Davey
0b1d32b571 New registerFileType argument, new Global Plugin mapping and createEntry method
* PluginManager.registerFileType has a new property `addToScene` which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
* PluginManager.install has a new property `mapping`. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
* PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
2018-05-18 18:43:27 +01:00
Richard Davey
56888fd5db Game will now auto-focus and prevent focus loss for the keyboard when clicking away and back again
* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
2018-05-18 17:37:45 +01:00
Richard Davey
7c28a7bd08 Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob, plus JSDocs completed. 2018-05-18 14:44:25 +01:00
Richard Davey
9429a28574 The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 2018-05-18 13:16:17 +01:00
Richard Davey
ef2b8d68b6 setInteractive now works on non-zero sized Containers. Sorting fixed. 2018-05-18 12:48:12 +01:00
Richard Davey
919676ae10 PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 2018-05-17 12:16:14 +01:00
Richard Davey
b4f371edc5 Preparing for 3.9 dev 2018-05-16 22:05:25 +01:00
Richard Davey
0d0846a415 Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this. 2018-05-16 15:17:08 +01:00
Richard Davey
dfc3cb92c0 3.8.0 Release 2018-05-16 15:08:01 +01:00
Richard Davey
26faa58ad7 Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a getBounds on a nested container to fail. Fix #3624 2018-05-15 16:23:33 +01:00
Richard Davey
5b0cb0faf3 All Game Objects have a new method setRandomPosition which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size. 2018-05-15 15:58:53 +01:00
Richard Davey
2f4358fed4 The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events 2018-05-15 15:57:26 +01:00
Richard Davey
9500a6ee32 When calling generateFrameNames to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data 2018-05-15 15:34:57 +01:00
Richard Davey
6ef465a734 Animation.yoyo was ignored when calculating the next frame to advance to, breaking the yoyo effect. It now yoyos properly 2018-05-15 09:40:22 +01:00
Richard Davey
f410dc3d88 The Headless renderer was broken due to an invalid access during TextureSource.init. 2018-05-15 08:51:54 +01:00
Richard Davey
bdf9f5ce60 Utils.Array.BringToTop failed to move the penultimate item in an array due to an index error. Fix #3658 2018-05-15 08:45:39 +01:00
Richard Davey
4741ee02b1 Updated docs and lint fixes 2018-05-11 18:55:44 +01:00
Richard Davey
2f4c52b7e4 Remapped EventEmitter correctly to Phaser.Events.EventEmitter 2018-05-11 14:05:34 +01:00
Richard Davey
0a46c13f4c Working through new plugin structure 2018-05-11 01:50:37 +01:00
Richard Davey
11cbf0cf8d Marked the children parameter as optional. Fix #3657 2018-05-10 23:32:46 +01:00
Richard Davey
cc9d3160b1 Update type 2018-05-10 13:07:49 +01:00
Richard Davey
7a4b29872e Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653 2018-05-10 12:25:33 +01:00
Richard Davey
835bc37e32 Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls setTexture2D if the bob sourceIndex has changed, previously it called it for every single bob. 2018-05-09 15:13:06 +01:00
Richard Davey
056e74d6dc Added compression object for future texture compression support. 2018-05-09 13:46:19 +01:00
Richard Davey
6350976329 Updated change log 2018-05-09 13:02:31 +01:00
Richard Davey
89329a2315 Added getMaxTextures and getMaxTextureSize methods 2018-05-09 12:12:16 +01:00
Richard Davey
d90e012898 Preparing for 3.8.0 2018-05-09 11:23:41 +01:00
Richard Davey
7788602518 3.7.1 Release 2018-05-08 23:47:33 +01:00
Richard Davey
57918bb50f Removed the need for raw-loader in webpack. Shaders now build to standard JS files. Removed fs requirement. 2018-05-08 23:04:57 +01:00
Richard Davey
ec3bd4c729 The WebAudioSoundManager will now listen for 'click' events on the document body, as well as touch events, before resuming the AudioContext. 2018-05-08 16:51:43 +01:00
Richard Davey
672a535d88 Added disableInteractive and removeInteractive methods. #3621 2018-05-08 16:15:50 +01:00
Richard Davey
cfef9c97aa Updated change log 2018-05-08 13:16:59 +01:00
Richard Davey
560b0ca84b Binary files have a new optional dataType property to cast the data to upon load. 2018-05-08 01:12:41 +01:00
Richard Davey
ad6c08a4d0 Preparing for 3.7 release next week 2018-05-04 18:57:34 +01:00
Richard Davey
7c53e13e81 Finished jsdocs 2018-05-04 18:50:10 +01:00
Richard Davey
8e7df2a234 You can now set the X-Requested-With header in the XHR requests by specifying it in your XHRSettings config, either in the game, scene or file configs. 2018-05-04 17:33:48 +01:00
Richard Davey
8b574f271f Loader.enableParallel has been removed. If you don't want parallel file loads then set the maximum parallel limit to 1. Related to this, the Game Config loaderEnableParallel property has been removed. 2018-05-04 17:13:27 +01:00
Richard Davey
faef3449f5 Added jsdocs 2018-05-04 16:00:02 +01:00
Richard Davey
6d83cae2dc The Texture class has a new method getDataSourceImage which will return the raw image data of the data source. 2018-05-04 14:33:02 +01:00
Richard Davey
97dd683ea1 The Forward Diffuse Light Pipeline was hard coded to assume the normal map would be stored in the source index zero. It now correctly obtains the normal map from the frame source index, which means all Game Objects that used frames from multi-atlas textures will now work with lights properly. 2018-05-04 14:31:19 +01:00
Richard Davey
82591113bd Updated change log 2018-05-04 02:36:53 +01:00
Richard Davey
107ca71d6b BitmapText, both static and dynamic, can now take any data-type, including numbers, for the text argument in the constructor. Before they only worked via setText 2018-05-03 15:52:12 +01:00
Richard Davey
ab303f0f1f Updated change log 2018-05-03 00:36:37 +01:00
Richard Davey
28251fd0f5 addToScene added to all Game Object Creators 2018-05-02 10:57:26 +01:00
Richard Davey
a14ce15685 Fixed setActive and setVisible 2018-05-01 12:35:56 +01:00
Richard Davey
e1532b3154 The Scene Systems will emit a ready event when it has fully finished starting up and all plugins are available. Fix #3636 2018-05-01 12:22:18 +01:00
Richard Davey
5d3c06d8b7 ScenePlugin.getIndex will return the index of the given Scene in the Scene List. 2018-05-01 01:23:19 +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
fbb6143f81 Updated change log 2018-04-30 12:28:33 +01:00
Richard Davey
9a974514ff Added new LinkFile class and updated other file types to use it. 2018-04-27 18:44:12 +01:00
Richard Davey
ef136f684d Polygon.setTo would fail if given an array of arrays as a list of points. Fix #3619 2018-04-26 15:55:27 +01:00
Richard Davey
65c54f4b8d Array.AddAt would fail if it branched to the fast-path within a Container due to an invalid property. Fix #3617 2018-04-26 15:44:56 +01:00
Richard Davey
b421499b89 Updated log 2018-04-26 13:05:57 +01:00
Richard Davey
b4ddfe3181 Updated log 2018-04-26 13:05:00 +01:00
Richard Davey
103e0c8727 Updated RandomDataGenerator.shuffle to remove several internal calls as min is always zero 2018-04-26 13:02:13 +01:00
Richard Davey
038bbcc7bc Fixed the remaining file types. 2018-04-25 23:16:17 +01:00
Richard Davey
d258fc30e9 Change log udpated 2018-04-25 17:16:46 +01:00
Richard Davey
8bdeb69716 Updated change log 2018-04-23 23:53:04 +01:00
Richard Davey
6c3ed1e455 Updated change log 2018-04-23 23:47:14 +01:00
Richard Davey
ced2d34b34 BitmapMask and GeometryMask both have new destroy methods which clear their references, freeing them for gc. 2018-04-23 00:13:04 +01:00
Richard Davey
a7651349f0 Updated change log 2018-04-22 23:10:14 +01:00
Richard Davey
445439e253 The Texture Manager will now emit an addtexture event whenever you add a new texture to it, which includes when you load images files from the Loader (as it automatically populates the Texture Manager). Once you receive an addtexture event you know the image is loaded and the texture is safe to be applied to a Game Object. 2018-04-20 18:57:23 +01:00
Richard Davey
1185586b23 Web Audio context.close now picks up the Promise. 2018-04-20 14:01:57 +01:00
Richard Davey
e3aa437340 DataManagerPlugin would throw an error on Game.destroy if you had any Scenes in the Scene Manager had not been run. Fix #3596 2018-04-20 13:34:45 +01:00
Richard Davey
4018d6ab39 Added require.extensions and eslint rule. Fix #3598 2018-04-20 01:10:04 +01:00
Richard Davey
6299019838 Updated to use typeof DefinePlugin check. 2018-04-20 00:23:24 +01:00
Richard Davey
fc4fdc4e3c Preparing for 3.6.1 2018-04-19 22:47:10 +01:00
Richard Davey
75b250ba5b 3.6.0 Release 2018-04-19 14:45:54 +01:00
Richard Davey
cfc4528370 Containers no longer in beta. 2018-04-19 14:35:17 +01:00
Richard Davey
305ffdf840 Updated change log 2018-04-19 14:28:22 +01:00
Richard Davey
3d0be3e20c Group.remove and clear have optional destroyChild arguments 2018-04-19 14:13:46 +01:00
Richard Davey
176b085402 jsdoc fix 2018-04-19 13:28:10 +01:00
Richard Davey
f2c629c588 Updated change log 2018-04-18 22:46:49 +01:00
Richard Davey
f57ab02fe6 Recoded how RTree generations its functions. Solves perf issue introduced in 3.4 Fix #3594 2018-04-18 22:32:52 +01:00
Richard Davey
c391662faa Updated log and changed version 2018-04-18 13:29:15 +01:00
Richard Davey
6772a548dc Preparing for 3.6.0 2018-04-17 20:55:47 +01:00
Richard Davey
765730c4b6 3.5.1 Release 2018-04-17 20:51:31 +01:00
Richard Davey
152a01731b Updated log 2018-04-17 18:17:50 +01:00
Richard Davey
89c9da54ac Added more contributors 2018-04-17 17:04:43 +01:00
Richard Davey
8eef87b858 Log update 2018-04-17 16:00:02 +01:00
Richard Davey
d8c519c88c Updated change log 2018-04-17 02:37:56 +01:00
Richard Davey
07a55e5d1f Removed debug call and merged Scene Systems boot and start sequences. Fix #3579 2018-04-17 02:34:07 +01:00
Richard Davey
1eff0b2889 Phaser 3.5.0 Build 2018-04-16 19:44:39 +01:00
Richard Davey
5ccac599a6 Updated docs and destroy properties 2018-04-16 17:14:12 +01:00
Richard Davey
b28a7276f4 Fixed Game.destroy 2018-04-16 17:02:32 +01:00
Richard Davey
c37c6365d3 The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 2018-04-16 16:07:52 +01:00
Richard Davey
ccb2ed5f50 Updated change log 2018-04-15 23:45:59 +01:00
Richard Davey
ccf72228e3 Updated change log 2018-04-15 23:34:01 +01:00
Richard Davey
e8d50a9796 Explained changes to cameras 2018-04-15 13:00:43 +01:00
Richard Davey
ce7d67297f Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions 2018-04-15 12:44:47 +01:00
Richard Davey
02be81cc48 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-04-15 05:05:09 +01:00
Richard Davey
ae603240e1 Camera.cullHitTest has been removed. It was never used internally and duplicates the code in Camera.cull. 2018-04-15 04:01:39 +01:00
Pavle Goloskokovic
8b2473104e Fixes #3309 2018-04-14 19:04:50 +02:00
Richard Davey
06e5fc0336 Camera extends Event Emitter and moved to effect based system 2018-04-14 12:35:14 +01:00
Richard Davey
b5ba6a6afb Added enabled property 2018-04-14 04:23:11 +01:00
Richard Davey
a01535ea78 Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group. 2018-04-13 17:59:29 +01:00
Richard Davey
f53430ec54 Log update 2018-04-13 17:52:28 +01:00
Richard Davey
7aad8afa02 Log update 2018-04-13 17:21:34 +01:00
Richard Davey
59bc9dd0d9 Added GameObject.ignoreDestroy 2018-04-13 17:20:46 +01:00
Richard Davey
6b2307594a Scene plugin flow overhaul
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
c8bbea552d Fixed issue in HTMLAudioSound where mute would get into a recursive loop. 2018-04-13 12:53:03 +01:00
Richard Davey
623df29522 The Scene Manager would never reach an isBooted state if you didn't add any Scenes into the Game Config. Fix #3553 2018-04-13 12:24:02 +01:00
Richard Davey
a193210171 Log update 2018-04-13 12:16:21 +01:00
Richard Davey
e99f2e78e4 Updated log 2018-04-13 12:10:03 +01:00
Richard Davey
8afa6c9c7f MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 2018-04-13 12:07:27 +01:00
Richard Davey
9774b6ee37 Updated change log 2018-04-12 23:12:34 +01:00
Richard Davey
1802f8b30b GetBounds getTopLeft, getTopRight, getBottomLeft and getBottomRight all have a new optional argument includeParent which will factor in all ancestor transforms to the returned point. 2018-04-12 17:42:16 +01:00
Richard Davey
ad4109aece Updated sortHandlerGO to handle any depth containers. 2018-04-12 02:11:40 +01:00
Richard Davey
53425bdae9 Matter Image and Matter Sprite didn't define a destroy method, causing an error when trying to destroy the parent Game Object. Fix #3516 2018-04-11 14:35:18 +01:00
Richard Davey
70c7732a1e When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also removeAllListeners for any local events. 2018-04-11 14:00:58 +01:00
Richard Davey
011e67d0f0 The Matter SetBody Component will no longer try to call setOrigin unless the Game Object has the origin component (which not all do, like Graphics and Container) 2018-04-11 13:47:22 +01:00
Richard Davey
ffd1d218e6 Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it. 2018-04-11 12:44:37 +01:00
Richard Davey
28744bd0a3 Updated change log 2018-04-11 11:25:40 +01:00
Richard Davey
7aae84a790 Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this 2018-04-11 10:39:20 +01:00
Richard Davey
f425cfb925
Merge branch 'master' into scene-config-for-add-map 2018-04-11 10:28:28 +01:00
Richard Davey
fc6a7e84f7 Updated Change Log 2018-04-11 10:22:44 +01:00
Richard Davey
2df61ab96b
Merge pull request #3543 from rexrainbow/master
Add 'destroy' event of sound object
2018-04-11 10:14:55 +01:00
Richard Davey
3e223211aa Updated log 2018-04-11 10:12:31 +01:00
Hua
978c179054 Add description of this PR 2018-04-11 16:35:17 +08:00
Richard Davey
97cd94b3de Updated log 2018-04-11 02:18:30 +01:00
Richard Davey
c5cc126a6e Updated change log 2018-04-10 15:55:06 +01:00
Richard Davey
bf81a7dd06 TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally. 2018-04-10 15:20:50 +01:00
Richard Davey
330eac1ebc List is now internally using all of the new Utils.Array functions. 2018-04-10 04:00:39 +01:00
Sebastian Warmbrunn
5d1405c4d9 Add change to CHANGELOG.md
This adds a description of the new scene config option
mapAdd to the changelog.
2018-04-09 21:40:05 +02:00
Richard Davey
3c5d3db267 Testing exclusive setting 2018-04-09 17:33:55 +01:00
Richard Davey
5f9972c791 LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 2018-04-09 13:55:41 +01:00
Richard Davey
833355a9a4 Tween.resume will now call Tween.play on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 2018-04-09 13:25:20 +01:00
Richard Davey
7a02cac739 Updated change log 2018-04-09 12:57:55 +01:00
Richard Davey
825d7d8a76
Merge branch 'master' into master 2018-04-09 10:27:13 +01:00
Richard Davey
6ae000a5a0 Updated change log 2018-04-09 10:24:31 +01:00
Richard Davey
c358434754 Updated log 2018-04-07 17:04:48 +01:00
Richard Davey
b3a20d475a Removed null and updated log 2018-04-07 16:18:48 +01:00
Richard Davey
fa43b8c4ef Updated change log 2018-04-07 15:57:53 +01:00
Richard Davey
c6a9b0e3ba Change Log updated 2018-04-07 12:35:34 +01:00
Richard Davey
e31cae93d2 Tilemap Layers should use the ComputedSize component 2018-04-05 14:43:07 +01:00
Richard Davey
7fbb055528 Updated 2018-04-05 13:52:30 +01:00
Richard Davey
34b236df41 Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point. 2018-04-05 11:24:56 +01:00
Richard Davey
44f7993fb0 Updated change log 2018-04-05 08:52:50 +01:00
Richard Davey
4466f28e44 Updated log 2018-04-05 08:48:35 +01:00
Richard Davey
f98107bb88 Updated change log 2018-04-04 17:18:53 +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
Richard Davey
af12eaac77
Merge branch 'master' into FR3472 2018-04-04 11:28:58 +01:00
Richard Davey
dac030dd3e Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object. 2018-04-04 11:13:19 +01:00
Richard Davey
0c200054b6 LineCurve.getResolution was missing the divisions argument and always returning 1, which made it fail when used as path of a Path. It now defaults to return 1 unless specified otherwise 2018-04-04 10:29:12 +01:00
Richard Davey
3546aa08f1 Updated log 2018-04-03 23:56:18 +01:00
Richard Davey
0b51671cb0 Updated change log 2018-04-03 17:30:21 +01:00
Richard Davey
11512e1db2 Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in update loops. Fix #3490 2018-04-03 16:33:13 +01:00
Richard Davey
d838097763 Game.destroy now checks to see if the renderer exists before calling destroy on it. Fix #3498 2018-04-03 15:41:02 +01:00
Richard Davey
d80cccc7f0 Updated change log 2018-04-03 15:32:08 +01:00
Richard Davey
316da3f2d9 jsdocs update. Fix #3477 2018-04-03 14:08:22 +01:00
Travis O'Neal
2ec70cac48 Added a letterSpacing property to BitmapText 2018-04-02 09:42:24 -04:00
Richard Davey
48bdaa90b2 Updated change log 2018-03-31 02:39:58 +01:00
Travis O'Neal
56a78abf12 Adds kerning property to BitmapText 2018-03-30 13:59:55 -04:00
Travis O'Neal
d6265a59dd Initial Commit 2018-03-30 13:46:44 -04:00
Travis O'Neal
bf2510bfab Tween.Restart handles removed tweens properly and readds them back into the 2018-03-30 11:27:16 -04:00
Richard Davey
89c963c19c Ignore consts 2018-03-30 14:38:58 +01:00
Richard Davey
0b7c2597c4 Updated change log 2018-03-30 13:51:40 +01:00
Richard Davey
71045265ae The Gamepad Axis getValue method now correctly applies the threshold and zeroes out the returned value. 2018-03-30 12:33:45 +01:00
Richard Davey
2540b75b88 Updated change log 2018-03-30 12:03:42 +01:00
Richard Davey
562344fed0 The ComputedSize Component now has setSize and setDisplaySize methods. This component is used for Game Objects that have a non-texture based size. 2018-03-29 12:55:28 +01:00
Richard Davey
88b02a5e35 Renamed the Camera Controls module exports for Fixed to FixedKeyControl and Smoothed to SmoothedKeyControl to match the class names. Fix #3463 2018-03-28 16:24:06 +01:00
Richard Davey
2b533d9870 Renamed file 2018-03-28 15:03:54 +01:00
Richard Davey
2868b8b588 Added new chainable methods: setRate, setMute, setVolume, setSeek, setDune 2018-03-28 14:14:07 +01:00
Richard Davey
e7a1e3190a Matter Physics timestep adjustments (getDelta, step, set60Hz, etc)
* Matter Physics now has a new config property `getDelta` which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
* Matter Physics has two new methods: `set60Hz` and `set30Hz` which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
* Matter Physics has a new config and run-time property `autoUpdate`, which defaults to `true`. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the `getDelta` function.
* Matter Physics has a new method `step` which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with `autoUpdate=false` you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
2018-03-27 15:15:05 +01:00
Richard Davey
933e193ccf Group.destroy has a new optional argument destroyChildren which will automatically call destroy on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 2018-03-27 01:09:30 +01:00
Samid\Sami
74d43b2707 update changelog 2018-03-25 10:51:47 +02:00
Richard Davey
2cd7da0126 The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 2018-03-23 10:00:25 +00:00
Richard Davey
574221d6cf A new property was added to Matter.World, correction which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases. 2018-03-23 02:19:18 +00:00
Richard Davey
889014e409 Updated change log 2018-03-22 15:09:01 +00:00
Richard Davey
6fe6a165be Preparing for 3.3.1 2018-03-22 14:39:29 +00:00
Richard Davey
a03b60193c Updated log and readme 2018-03-22 13:27:12 +00:00
Richard Davey
c0ec42dc2b Added setRate, setDetune and renamed setRate to calculateRate 2018-03-21 16:43:08 +00:00
Richard Davey
2433844cd3 Added setVolume and setMute 2018-03-21 14:54:23 +00:00
Richard Davey
645c03f2e9 Added setRate and setDetune methods 2018-03-21 14:40:07 +00:00
Richard Davey
3f0ee709f0 Renamed methods to avoid confliction with Animation component 2018-03-21 14:09:30 +00:00
Richard Davey
5cae6d38b3 Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape. 2018-03-21 03:16:01 +00:00
Richard Davey
d329724ae5 Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN. 2018-03-20 19:00:48 +00:00
Richard Davey
b6f2c80ae6 Groups will now listen for a destroy event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 2018-03-20 01:08:45 +00:00
Richard Davey
cb5b12e9d3 The GameObject destroy event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process. 2018-03-20 01:05:53 +00:00
Richard Davey
07ec73774b Updated change log 2018-03-20 00:36:33 +00:00
Richard Davey
64fdbc3040 Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 2018-03-20 00:27:39 +00:00
Richard Davey
75bb9d92a9 Camera.fadeIn is a new method that will fade the camera in from a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.flash but with an easier to grok method name. Fix #3412 2018-03-20 00:10:55 +00:00
Richard Davey
490aa2838d Updated change log 2018-03-19 23:32:36 +00:00
Richard Davey
968dc05eae Triangle.getLineA/B/C now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one. 2018-03-19 16:51:39 +00:00
Richard Davey
917dc8f8be Rectangle.getLineA/B/C/D now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one. 2018-03-19 16:47:34 +00:00
Richard Davey
034161bd66 Line.getPointA and Line.getPointB now return Vector2 instances instead of un-typed objects. 2018-03-19 16:34:22 +00:00
Richard Davey
6c5e1ba15e Updated change log 2018-03-17 17:51:51 +00:00
Richard Davey
4a9f46c0c0 Updated change log 2018-03-17 17:51:34 +00:00
Richard Davey
ccbf399dc2 Actions.GetLast will return the last element in the items array matching the conditions. 2018-03-17 17:16:11 +00:00
Richard Davey
46e9dbd05a Fixed left / right rotation and exposed via namespace
Phaser.Utils.Array.Matrix.RotateLeft actually rotated to the right (thanks @Tomas2h)
Phaser.Utils.Array.Matrix.RotateRight actually rotated to the left (thanks @Tomas2h)
2018-03-17 17:03:15 +00:00
Richard Davey
b2d062b0bd LoaderPlugin.progress and the corresponding event now factor in both the list size and the inflight size when calculating the percentage complete. Fix #3384 2018-03-16 15:01:39 +00:00
Richard Davey
b6b03b85bd The InputPlugin.processOverOutEvents method wasn't correctly working out the total of the number of objects interacted with, which caused input events to be disabled in Scenes further down the scene list if something was being dragged in an upper scene. Fix #3399 2018-03-16 14:57:19 +00:00
Richard Davey
4ab98eb492 The TweenManager will now check the state of a tween before playing it. If not in a pending state it will be skipped. This allows you to stop a tween immediately after creating it and not have it play through once anyway. Fix #3405 2018-03-16 14:31:49 +00:00
Richard Davey
a524dc44b0 Expose constants. Fix #3387 2018-03-16 13:29:30 +00:00
Richard Davey
a7b8d754d6 Updated change log 2018-03-16 13:10:47 +00:00
Richard Davey
ee1e4f1e90 InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1. #3376 2018-03-16 12:49:02 +00:00
Richard Davey
aa8a4524b6 Updated log 2018-03-16 12:39:01 +00:00
Richard Davey
36f5ca47a9 Added new config values
* Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default `false`).
* Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default `false`).
* Game.Config.powerPreference is now passed to the WebGL Renderer (default `default`).
* Game.Config.pixelArt is now passed to the WebGL Renderer as the antialias context property (default `false`).
2018-03-15 21:15:12 +00:00
Richard Davey
00a5ce9a03 Preparing for 3.3.0 2018-03-13 13:21:34 +00:00
Richard Davey
1de47dfe1b Updated change log 2018-03-12 16:38:28 +00:00
Richard Davey
247e8b9337 Text.setFixedSize was incorrectly setting the text property instead of the parent property. Fix #3375 2018-03-12 16:34:21 +00:00
Richard Davey
036bb2d17b Updated change log 2018-03-12 16:30:01 +00:00
Richard Davey
046e47aa38 Updated 2018-03-12 16:13:07 +00:00
Richard Davey
0368473b95 The SetFrame method now has two optional arguments: updateSize and updateOrigin (both true by default) which will update the size and origin of the Game Object respectively. Fix #3339 2018-03-12 14:45:18 +00:00
Richard Davey
33cbb067b4 Phaser.Display.Color.Interpolate would return NaN values because it was loading the wrong Linear function. Fix #3372 2018-03-12 13:41:09 +00:00
Richard Davey
edf1aa7cc1 The onContextRestored callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368 2018-03-12 13:37:13 +00:00
Richard Davey
063d30602e The ForwardDiffuseLightPipeline now uses sys.lights instead of the Scene variable to avoid errors due to injection removal. 2018-03-12 12:55:09 +00:00
Richard Davey
bc88401dff Updated change log 2018-03-12 12:08:49 +00:00
Richard Davey
935a89342d Calling setText on a BitmapText object will now recalculate its display origin values. Fix #3350 2018-03-09 17:08:12 +00:00
Richard Davey
9203d3b7a7 Updated change log 2018-03-09 16:30:26 +00:00
Richard Davey
852e74721f
Merge branch 'master' into master 2018-03-09 15:44:19 +00:00
Richard Davey
ef66eef129 Updated change log 2018-03-09 15:42:20 +00:00
Richard Davey
db3112de31 The SceneManager.render will now render a Scene as long as it's in a LOADING state or higher. Before it would only render RUNNING scenes, but this precluded those that were loading assets. 2018-03-09 15:33:07 +00:00
Samid\Sami
6283209976 username corrected. 2018-03-08 13:56:57 +01:00
Samid\Sami
84481da4d1 * Fix #3345 by adding beginPath and closePath when done drawing in postUpdate. 2018-03-08 11:16:04 +01:00
Richard Davey
0a9633cbd6 Preparing for 3.2.1. 2018-03-06 01:54:20 +00:00
Richard Davey
d1d8d4c4a2 Updated readme and change log 2018-03-05 22:26:12 +00:00
Richard Davey
159147f99a Updated change log 2018-03-05 22:17:03 +00:00
Richard Davey
47736e71e7 Updated change log 2018-03-05 21:53:27 +00:00
Richard Davey
f94ad4bbc6 InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 2018-03-05 21:49:00 +00:00
Richard Davey
387e5602e2 Updated change log 2018-03-05 14:52:51 +00:00
Richard Davey
e8fe6bc4b3 Change log update 2018-03-05 14:48:09 +00:00
Richard Davey
23285896c0 The HTML5 Sound Manager would unlock the Sound API on a touch event but only if the audio files were loaded in the first Scene, if they were loaded in a subsequent Scene the audio system would never unlock. It now unlocks only if there are audio files in the cache. Fix #3311 2018-03-05 13:39:08 +00:00
Richard Davey
f500e827c7 Updated change log 2018-03-05 12:43:50 +00:00
Richard Davey
9379714c57 Updated log 2018-03-05 02:39:33 +00:00
Richard Davey
8adecaa38e Updated change log 2018-03-05 02:24:54 +00:00
Richard Davey
375db253f2 Quadratic Curve updates
* Quadratic Bezier Interpolation has been added to the Math.Interpolation functions
* A new Quadratic Bezier Curve class has been added, expanding the available Curve types
* Path.quadraticBezierTo allows you to add a Quadratic Bezier Curve into your Path.
2018-03-05 01:15:18 +00:00
Richard Davey
8cd37afb70 Updated change log 2018-03-05 00:21:00 +00:00
Richard Davey
95d85576c9 SceneManager.moveAbove and moveBelow added.
SceneManager.moveAbove will move a Scene to be directly above another Scene in the Scenes list. This is also exposed in the ScenePlugin.

SceneManager.moveBelow will move a Scene to be directly below another Scene in the Scenes list. This is also exposed in the ScenePlugin.
2018-03-02 18:25:44 +00:00
Richard Davey
25bc70f690 Updated change log 2018-03-02 17:48:52 +00:00
Richard Davey
4de9690f98 The setFrame method of the Texture component has been updated so that it will now automatically reset the width and height of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead. 2018-03-02 16:23:43 +00:00
Richard Davey
98930de3a8 The SceneManager has a new method: remove which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc. 2018-03-02 03:50:55 +00:00
Richard Davey
19304c22d2 Updated change log 2018-03-01 02:50:12 +00:00
Richard Davey
acc4922027 Fixes to the InputPlugin re: drop zones and addition of setInteractive argument. 2018-03-01 02:46:17 +00:00
Richard Davey
ee42432c74 Texture.get has been optimized to fail first, then error, with a new falsey check. This allows you to skip out specifying animation frames in the animation config without generating a console warning. 2018-03-01 00:36:50 +00:00
Richard Davey
252a76f416 The Headless render mode has been implemented. You can now set HEADLESS as the renderType in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 2018-02-28 21:57:32 +00:00
Richard Davey
a223b35ccf Rectangle.top wouldn't reset the y position if the value given never exceed the Rectangles bottom. Fix #3290 (thanks @chancezeus) 2018-02-28 21:25:55 +00:00
Richard Davey
a89be7abc5 Tween.complete will allow you to flag a tween as being complete, no matter what stage it is at. If an onComplete callback has been defined it will be invoked. You can set an optional delay before this happens (thanks @Jerenaux for the idea)
Fix #3280
2018-02-28 21:14:56 +00:00
Richard Davey
cc3a6964dd Updated change log 2018-02-28 14:36:26 +00:00
Richard Davey
8ae3493296 setText updates
BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
BitmapText.setText will now cast the given value to a string before setting.
BitmapText.setText will not change the text via `setText` unless the new text is different to the old one.
2018-02-27 15:14:03 +00:00
Richard Davey
6b77ca6ae5 Updated change log 2018-02-27 01:09:17 +00:00
Richard Davey
650cfa7ad0 Ironic typo fix. 2018-02-23 17:47:50 +00:00
Richard Davey
b1b5c863f3 3.1.2 Release 2018-02-23 13:29:52 +00:00
Richard Davey
7b42abd601 Updated change log 2018-02-23 02:23:46 +00:00
Richard Davey
4043fa2925
Merge branch 'master' into Phaser#3180 2018-02-22 23:58:38 +00:00
Richard Davey
024767e1cd Updated change log 2018-02-22 23:50:45 +00:00
AleBles
fd4e6f8920 Updated changelog 2018-02-22 12:50:32 +01:00
Richard Davey
b57ab091c1 The KeyCode FORWAD_SLASH had a typo and has been changed to FORWAD_SLASH. Fix #3271 (thanks @josedarioxyz) 2018-02-22 01:59:32 +00:00
Richard Davey
9b37a123e2 Updated version number and change log 2018-02-22 01:50:46 +00:00
Richard Davey
193ac6bfed Updated for 3.1.1 Release. 2018-02-20 14:23:21 +00:00
Richard Davey
e20352016a Change log updated 2018-02-19 23:06:59 +00:00
Richard Davey
eb6b6e1382 Updated change log. 2018-02-19 21:01:39 +00:00
Richard Davey
2219858764 Updated change log. 2018-02-16 19:35:44 +00:00
Richard Davey
17e7ea930f Updated with 3.1.1 fixes 2018-02-16 19:18:03 +00:00
Richard Davey
70ff0fd233 Updated change log and readme for 3.1.0 2018-02-16 12:33:50 +00:00
Richard Davey
4e6df03512 Updated semver 2018-02-15 14:31:15 +00:00
Richard Davey
6480eee7bc Added change log template 2018-02-15 14:03:51 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
dd39f9ab08 Updated TS defs. 2016-08-26 01:24:15 +01:00
photonstorm
ac2516f5aa 2.6.1 Release. 2016-07-11 10:07:56 +01:00
photonstorm
8a8fa0297d Preparing for release. 2016-07-08 14:26:31 +01:00
Richard Davey
a9976d2703 Phaser 2.5.0 Release. 2016-06-17 12:46:56 +01:00
photonstorm
47f0224a40 Phaser 2.4.9 release. 2016-06-17 01:11:24 +01:00
photonstorm
9f28d0659d Phaser 2.4.8 release. 2016-05-19 12:36:51 +01:00
photonstorm
a29cc64932 Phaser 2.4.7 Final. 2016-04-22 15:15:28 +01:00
photonstorm
8399073fde Added 2.4.6 to the Change Log. 2016-02-18 15:03:13 +00:00
photonstorm
e25d944d67 Small typo fix. 2016-02-17 13:42:14 +00:00
photonstorm
34c484367c Phaser 2.4.5 Build files. 2016-02-17 13:27:09 +00:00
photonstorm
c9c85330ab 2.4.4 Release. 2015-10-15 12:06:38 +01:00
photonstorm
db641ca82e Updated date in the readme. 2015-08-24 15:56:06 +01:00
photonstorm
94223c66b7 Updated blend mode multiply check (#1994) 2015-08-24 13:53:46 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
photonstorm
205fe5844d 2.4.1 readme. 2015-07-24 13:25:28 +01:00
photonstorm
858ad51610 Phaser 2.4 release. 2015-07-22 15:31:30 +01:00
photonstorm
bd62459a56 Readme release changes. 2015-03-26 02:10:57 +00:00
photonstorm
1c05e42f6b Docs and Change Log update. 2015-01-06 06:56:59 +00:00
photonstorm
70c9afec50 Fix #1468 2014-12-18 11:15:08 +00:00
photonstorm
d206e3c2d5 Docs update. 2014-12-04 11:28:02 +00:00
photonstorm
95ffa83e34 Phaser 2.2.0 Docs. 2014-12-03 10:39:20 +00:00
photonstorm
fbe68e330d Phaser 2.1.3 build. 2014-10-22 21:42:12 +01:00
photonstorm
9f24c08216 Updated readme and docs. 2014-10-09 16:12:53 +01:00
photonstorm
133ffd5fd1 2.1.0 docs updates. 2014-09-09 14:47:30 +01:00
photonstorm
a6bc859246 Updated change log. 2014-07-18 12:48:14 +01:00
photonstorm
d0727b9c04 ReadMe update. 2014-07-10 20:39:13 +01:00
photonstorm
d9cbdd1788 First pass of new docs generator. 2014-06-20 15:23:26 +01:00
photonstorm
48f62a35f9 Change log fixes. 2014-06-20 15:23:26 +01:00
photonstorm
8f07796af3 2.0.5 readme updates. 2014-05-20 10:03:02 +01:00
photonstorm
046707bc92 Merge branch 'origin/master' 2014-04-29 22:58:44 +01:00
photonstorm
26b2aa42ab Patching back into 2.0.4 master release a couple of important updates.
Tilemap.getTile and getTileXY used to return `null` in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return `null` again.
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
Merge pull request #783 from woutercommandeur/dev

fix creation of RevoluteConstraint by passing maxForce in the options
2014-04-29 22:35:30 +01:00
photonstorm
fa613c5fe1 ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
2014-04-29 19:34:38 +01:00
photonstorm
ba3f6355f4 Docs update. 2014-04-29 15:39:02 +01:00
photonstorm
010c2de41b Updated readme for 2.0.4 release. 2014-04-29 03:18:13 +01:00
photonstorm
c1ff6ef0df Changed md. 2014-04-11 14:31:54 +01:00
Renamed from changelog.md (Browse further)