Commit graph

19763 commits

Author SHA1 Message Date
Richard Davey
16efebae93 Update CHANGELOG-v3.85.md 2024-09-02 14:48:52 +01:00
Richard Davey
7e0f40492f Update CHANGELOG-v3.85.md 2024-09-02 14:26:03 +01:00
Richard Davey
04f54b888a Fix getScene return type. Fix #6821 2024-09-02 14:26:00 +01:00
Richard Davey
abccbc9631 Update CHANGELOG-v3.85.md 2024-09-02 14:19:49 +01:00
Richard Davey
9eaf661a45 Added prerenderclear event to canvas and webgl 2024-09-02 14:18:32 +01:00
Richard Davey
426cbe2d95 Update CHANGELOG-v3.85.md 2024-09-02 14:08:22 +01:00
Richard Davey
dc783da844
Merge pull request #6898 from monteiz/master
Update TextStyle.js
2024-09-02 14:07:30 +01:00
Luca Fagioli
0cf92cba50
Update TextStyle.js 2024-09-02 11:06:01 +02:00
Zeke Chan
9f3afafb29 Fix #6885 leave fullscreen event fires twice 2024-09-02 13:58:15 +08:00
Richard Davey
c86b5b2528 Make Layer extend event emitter in the docs 2024-08-29 14:05:17 +01:00
Richard Davey
378838a011
All functions now call 'queueOp'.
Removed sound unlocking on load complete.
2024-08-25 22:35:39 +01:00
Richard Davey
53c491fb84
You can now pass a data argument to ScenePlugin.switch 2024-08-25 22:34:15 +01:00
Richard Davey
4003aa7f3e
Merge branch 'master' of https://github.com/phaserjs/phaser 2024-08-25 21:53:51 +01:00
Richard Davey
b3ccae9d8a
Update CHANGELOG-v3.85.md 2024-08-25 21:53:45 +01:00
Richard Davey
59ce761140
Calling Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 2024-08-25 21:53:37 +01:00
Richard Davey
683ae16522
Merge pull request #6890 from ospira/process-callback-fix
Allow ProcessCallback To Work When Dealing With Arcade Bodies That Do Not Have GameObjects
2024-08-25 21:29:03 +01:00
Richard Davey
ec753ae195
Merge pull request #6895 from Andrek25/fix/typos
fix(typedefs): fixing some typo error
2024-08-25 21:26:46 +01:00
Richard Davey
f424a48389
Merge pull request #6896 from samme/docs/move-above-below
Docs: clarify `moveAbove()`, `moveBelow()`
2024-08-25 21:26:00 +01:00
samme
7fd11d2e98 Docs: clarify moveAbove(), moveBelow() 2024-08-23 08:50:47 -07:00
Andres
8b24e73d3d fix(typedefs): fixing some typo error 2024-08-22 21:49:51 -04:00
ospira
fbfe657698 Update ArcadePhysicsCallback.js 2024-08-13 12:40:37 -04:00
ospira
b99ac68c34 Update ArcadePhysicsCallback.js 2024-08-13 12:29:10 -04:00
ospira
e321be2130 Update World.js 2024-08-13 11:56:38 -04:00
Richard Davey
48f3769e55
Update ArcadeColliderType.js 2024-08-12 17:09:06 +01:00
Richard Davey
43b3bf9a66 Update CHANGELOG-v3.85.md 2024-08-07 19:45:48 +01:00
Richard Davey
a77976bff2 * InputPlugin.forceDownState is a new method that will force the given Game Object into the 'down' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceUpState is a new method that will force the given Game Object into the 'up' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOverState is a new method that will force the given Game Object into the 'over' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOutState is a new method that will force the given Game Object into the 'out' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceState is a new internal method that forces a Game Object into the given state. 2024-08-07 19:45:44 +01:00
Richard Davey
043e90c87c Update CHANGELOG-v3.85.md 2024-08-07 19:16:22 +01:00
Richard Davey
6102492c14 InputPlugin.setCursor is a new method that will immediately set the CSS cursor to the given Interactive Objects cursor. Previously, this was hidden behind a private method in the Input Manager. 2024-08-07 19:14:54 +01:00
Richard Davey
934ba71810 Update CHANGELOG-v3.85.md 2024-08-07 19:00:11 +01:00
Richard Davey
a5d465cb19 Multiple updates. See description.
The `InputPlugin.isActive` method will now check if the InputPlugin has the InputManager reference set, and if that is also enabled, as well as checking its own enabled state and that of the Scene.

`InputPlugin.resetCursor` is a new method that will reset a custom CSS cursor from the main canvas, regardless of the interactive state of any Game Objects.

The `InputPlugin.disable` method has a new optional boolean parameter `resetCursor` which will reset the CSS custom cursor if true.

All of the core Input Plugin process methods have been rewritten. The methods that have changed are:

* `InputPlugin.processMoveEvents`
* `InputPlugin.processWheelEvent`
* `InputPlugin.processOverEvents`
* `InputPlugin.processOutEvents`
* `InputPlugin.processOverOutEvents`
* `InputPlugin.processUpEvents`
* `InputPlugin.processDownEvents`

And they all now do the following flow:

1) They will now iterate over the array of objects to be inspected. If the object doesn't have an input handler, or their handler has been disabled, they are skipped for event consideration.
2) If they have an input handler, the Game Object specific event is dispatched (i.e. `sprite.on('pointerdown')`)
3) The result of this call is checked. If the Event has been cancelled, or if the Input Plugin now returns `isActive() false` then it will break from the handler loop. This will only happen if the user explicitly tells the event to stop propogation, or if they disable either the Input Plugin, or the entire Input Manager, during the event handler. Previously, only the state of cancelled event was checked. Also previously, if the Game Objects own input handler was removed or disabled as a result of their event handler, it would break from the process loop. This no longer happens. It will carry on inspecting the remaining interactive objects in the loop, as long as the Input system itself wasn't disabled.
4) After this, the Game Object is checked to see if it is still input enabled. If it is, the Scene level events, like `this.input.on('gameobjectdown')` are emitted.
5) The results of this call are also checked. Again, if the Event has been cancelled, or if the Input Plugin now returns `isActive() false` then it will break from the handler loop, otherwise it carries on.
6) After the loop is complete it does one final check to see if the Event was cancelled, or if the Input Plugin is no longer active. If both of those pass, it emits the final event from the Input Plugin itself (i.e. `this.input.on('pointerdown')` from a Scene)
2024-08-07 19:00:05 +01:00
Richard Davey
2a05c49d9e The InputManager.resetCursor method has a new optional boolean forceReset which will reset the state of the CSS canvas cursor, regardless if there is a given Interactive Object, or not. 2024-08-07 18:36:54 +01:00
Richard Davey
5b972ae38a Added resetCursor boolean to disableInteractive and removeInteractive methods 2024-08-07 18:36:02 +01:00
Richard Davey
0bffd9e087 Update CHANGELOG-v3.85.md 2024-08-07 15:48:59 +01:00
Richard Davey
8abcd2a610 Clarify documentation. Fix #6839 2024-08-07 15:48:56 +01:00
Richard Davey
cb468bd3ab Update CHANGELOG-v3.85.md 2024-08-07 15:43:48 +01:00
Richard Davey
7fd6b6fdf8 LoaderPlugin.maxRetries is a new property that holds the number of times to retry loading a single file before it fails. 2024-08-07 15:43:43 +01:00
Richard Davey
ca4e2da432 loader.maxRetries is a new Game Config option to set the number of retries a file will attempt to load. The default is 2. 2024-08-07 15:43:25 +01:00
Richard Davey
4021fa50fa FileConfig.maxRetries is a new File Config option to set the number of retries a file will attempt to load. If not specified in the config, the value is read from the LoaderPlugin.maxRetries property. 2024-08-07 15:43:11 +01:00
Richard Davey
0a7df76c3f Loader.File.retryAttempts is the internal property holding the counter for the number of times to retry loading this file before it fails. This value is decreased after each attempt. When it reaches zero, the file is considered as failed. 2024-08-07 15:42:57 +01:00
Richard Davey
195bede40e
Update CHANGELOG-v3.85.md 2024-08-06 23:59:45 +01:00
Richard Davey
13035a6718
If you had a sprite on the display list using the LightPipeline, followed by a Mesh using the LightPipeline, and you invalidated the mesh (i.e. by rotating it), it would cause a runtime error in the current batch. Fix #6822 2024-08-06 23:59:42 +01:00
Richard Davey
c5d8c7e04c
Update CHANGELOG-v3.85.md 2024-08-06 23:44:28 +01:00
Richard Davey
e01a5f8d2c
Update CHANGELOG-v3.85.md 2024-08-06 23:27:36 +01:00
Richard Davey
f434449dd8
The PreFXPipeline.batchQuad method will now apply Math.round to the target bounds center point. This prevents sub-pixel values during the copyTextSubImage2D call, preventing sprites with pre-fx from appearing mis-aligned during camera pans. Fix #6879 2024-08-06 23:27:34 +01:00
Richard Davey
fd35a37b85
Update CHANGELOG-v3.85.md 2024-08-06 23:03:18 +01:00
Richard Davey
6acd415d16
Don't round the midPoint, or it breaks high zoom scrolling. Fix #6878 2024-08-06 23:01:33 +01:00
Richard Davey
5aaa5ec601
Merge branch 'master' of https://github.com/phaserjs/phaser 2024-08-06 22:48:54 +01:00
Richard Davey
24125ef4d9
Update Config.js 2024-08-06 22:48:49 +01:00
Richard Davey
5387e9ef28
Update CHANGELOG-v3.85.md 2024-08-06 22:48:44 +01:00
Richard Davey
8ef75453d0
Merge pull request #6876 from wooseok123/wooseok123-feat-switch
feat : add data argument in Scene.switch
2024-08-06 21:57:28 +01:00