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