Commit graph

10935 commits

Author SHA1 Message Date
Richard Davey
e388b7dae5 Tidy up 2018-07-11 16:23:57 +01:00
Richard Davey
5ba80defb7 Pass GO to setPipeline 2018-07-11 16:23:44 +01:00
Chris Andrew
0858797599 Minor documentation fix for BitmapText.getTextBounds(). 2018-07-11 14:50:23 +01:00
Richard Davey
82b15c8695 Removed drawEmitterManager and moved to emitter render function 2018-07-11 14:40:36 +01:00
Richard Davey
853281fe56 Double flusher 2018-07-11 13:22:07 +01:00
Richard Davey
373d01c602 Fixed emitter batch. Now to optimize it. 2018-07-11 13:20:02 +01:00
Richard Davey
497fa1f2ff Added copyFromArray method 2018-07-11 12:36:49 +01:00
Richard Davey
ef79edf1ff New pipeline function call 2018-07-11 12:35:23 +01:00
Richard Davey
b7edbe755f Tidying up function 2018-07-11 12:35:09 +01:00
Richard Davey
e2efa469ae Removed drawTexture and added drawTextureFrame - fixed Render Texture flip Y issue 2018-07-11 12:34:53 +01:00
Richard Davey
1c2ed137c7 Updated sloc module 2018-07-11 12:34:12 +01:00
Richard Davey
cced09bad6 Added Pointer.prevPosition and getInterpolatedPosition method 2018-07-11 12:34:00 +01:00
Richard Davey
1a7d726a4b jsdoc udpate 2018-07-11 12:33:40 +01:00
Richard Davey
14354fd151 Added deprecation warning 2018-07-10 17:18:08 +01:00
Richard Davey
5b3a5e115b Started consolidating drawTexture method 2018-07-10 17:18:00 +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
5fe74453fe Extends BitmapText, to save on lots of space 2018-07-10 16:33:13 +01:00
Richard Davey
e145b6b7d3 Fixed Dynamic Bitmap Text Rendering 2018-07-10 16:33:01 +01:00
Richard Davey
340c53875c Added new temp matrix, fixed typo, removed old function 2018-07-10 16:32:44 +01:00
Richard Davey
5128eecbeb Cached the drawing buffer height 2018-07-10 16:32:28 +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
434c8d1413 Fixed issue with sprite matrix and camera scaling 2018-07-10 13:59:49 +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
39c05e4a96 Added support for BitmapText alignment and internal dirty flag for calculation speed 2018-07-09 21:57:51 +01:00
Richard Davey
f892d97475 Removed indexCount 2018-07-09 17:06:36 +01:00
Richard Davey
85a32d54be Typo 2018-07-09 17:06:27 +01:00
Richard Davey
2d313ac927 The start of adding multi-line alignment 2018-07-09 17:06:20 +01:00
Richard Davey
f266acecc2 Re-uses the bounds object, rather than re-creating constantly. 2018-07-09 17:06:06 +01:00
Richard Davey
a16a7457bc Now stores the line data in the bounds object. 2018-07-09 17:05:53 +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
f47c46def2 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-08 23:19:36 +01:00
Richard Davey
cb7510b2e5 Updated log 2018-07-08 23:19:33 +01:00
Richard Davey
93d177e560
Merge pull request #3821 from andygroff/master
Adding console warning to notify users of invalid frame config
2018-07-08 23:16:28 +01:00
Andrew Groff
5c853c640f Fixing code style and making console warning more concise 2018-07-08 15:12:02 -07:00
Richard Davey
63ae8a5728 Swapped to gl.KEEP for further testing 2018-07-08 22:44:55 +01:00
Richard Davey
9e84c9f082 Fixed slice method 2018-07-08 22:44:40 +01:00
Andrew Groff
cca6dd605c Adding console warning to notify users when their frame config does not create any frames 2018-07-08 03:22:04 -07:00
Richard Davey
5c554f3f69 Started moving dynamic bitmap text renderer to its own function 2018-07-07 12:34:24 +01:00
Richard Davey
dd0490dd57 Removed batchBitmapText, tidied up and moved to its own renderer 2018-07-07 12:22:45 +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
0428ecc430 Mesh now supports the tintFill property 2018-07-06 19:35:14 +01:00
Richard Davey
4fb63fd405 Clairty over obscurity 2018-07-06 19:35:01 +01:00
Richard Davey
c1bc928a73 Removed un-used vars 2018-07-06 17:29:49 +01:00