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