Hua
382afd6945
Set (width,height) of arc/cicle to (diameter,diameter)
...
Set (width,height) of arc/cicle to (diameter,diameter), not (radius,radius).
2019-06-11 12:38:26 +08:00
samme
c55ee432ce
Docs for easedValueEmit()
2019-06-07 13:32:12 -07:00
samme
cf627a07e1
Correct emitOnly values for angle, lifespan, x, y
2019-06-07 13:31:01 -07:00
Richard Davey
0dfc9806cc
Fixed lots of jsdos and moved the frame.cutX/Y
addition into each function, allowing the x/y defaults to work again. Fix #4528
2019-06-06 17:45:18 +01:00
Richard Davey
2c8a5d3446
Renamed translate, rotate and scale to make them more explicit
2019-06-06 17:41:42 +01:00
Richard Davey
11d845a77e
Specifically state this is a render flag only #4574
2019-06-06 09:52:19 +01:00
Richard Davey
2cdb672d36
Added new Text Padding typedef
2019-06-05 23:40:27 +01:00
Richard Davey
2446e2f3fc
Setting padding
in a Text style configuration object would cause an error about calling split on undefined. Padding can now be applied both in the config and via setPadding
2019-06-05 23:40:10 +01:00
Richard Davey
458c592596
Changing the radius
of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542
2019-06-05 23:02:59 +01:00
Richard Davey
515adc737d
Fixed typo
2019-06-05 22:48:22 +01:00
Richard Davey
ab17888c18
Merge pull request #4577 from samme/feature/group-name
...
Add Group#name
2019-06-05 22:45:58 +01:00
Richard Davey
8968b2179c
Added GameObject.scale transform property for a unified scale setter
2019-06-05 15:30:23 +01:00
samme
04384f78a6
Add Group#name
2019-06-04 09:33:08 -07:00
Richard Davey
558f6aea55
JSDoc fixes
2019-06-04 16:01:37 +01:00
samme
d3407c5e44
Add EmitterOpOnEmitType and EmitterOpOnUpdateType
...
Also some corrections in ParticleEmitterConfig docs
2019-06-01 13:33:06 -07:00
Richard Davey
278bde236b
lint fix
2019-05-30 23:05:06 +01:00
Richard Davey
ec6bbdeebd
Added typedefs for the Text Game Object. Fix #4551
2019-05-30 23:01:53 +01:00
Richard Davey
114b7b570d
Merge pull request #4552 from rexrainbow/master
...
Set canvas size equal to text object size
2019-05-30 22:24:51 +01:00
Richard Davey
897de33a64
Merge pull request #4554 from samme/types/group-classType
...
Remove GroupClassTypeConstructor type
2019-05-30 22:05:55 +01:00
Richard Davey
90e04c7e90
Merge pull request #4563 from samme/types/tween-configs
...
Add types for tween configs
2019-05-30 22:00:37 +01:00
Richard Davey
df0b474638
Added getTopCenter, getBottomCenter, getLeftCenter and getRightCenter
2019-05-29 16:27:31 +01:00
samme
777f436aa3
Add NumberTweenBuilderConfig to path configs
2019-05-28 14:11:28 -07:00
samme
7125334677
Duration is optional
2019-05-28 14:08:03 -07:00
samme
c3c11652ef
Merge branch 'master' of https://github.com/photonstorm/phaser into types/group-classType
2019-05-28 09:16:27 -07:00
samme
84e476762a
Docs description for GroupCreateConfig
2019-05-27 09:05:16 -07:00
samme
e879ec7703
Correct types for GroupCreateConfig.key, GroupCreateConfig.frame
2019-05-27 09:03:28 -07:00
Rex
9a958631fc
Don't draw text only when width or height is 0
...
It can fix this issue:
Text is empty string '', but have fixedWidth and fixedHeight, with backgroundColor setting.
2019-05-26 20:58:40 +08:00
samme
8e717d5588
Remove GroupClassTypeConstructor type
2019-05-23 15:10:40 -07:00
Hua
cc7870906b
Fix coding style
2019-05-23 17:30:04 +08:00
Hua
d1b31649ec
Fix text align to right/center issue
...
Calculate text-width in fixedWidth mode
2019-05-23 17:22:51 +08:00
Hua
97b60efa21
Set canvas size equal to text object size
...
Canvas size might less than text object size, when `fixedWidth` and `fixedHeight` is set.
2019-05-23 16:54:32 +08:00
Richard Davey
9959dce57e
Passing a Frame object to Bob.setFrame
would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516
2019-05-17 14:00:39 +01:00
Richard Davey
0ac5d7b8d9
There was some test code left in the DOMElementCSSRenderer
file that caused getBoundingClientRect
to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
2019-05-17 13:43:55 +01:00
Richard Davey
e23a86d45a
The default BaseShader
vertex shader has a new uniform uResolution
which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
2019-05-16 17:44:59 +01:00
Hua
fd454a1e9b
Use customHitArea
in condition
...
customHitArea has been added in 3.17.0, used in text game object
2019-05-14 10:12:32 +08:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
7deaa9e2b2
Merge pull request #4517 from antoine-pous/patch-1
...
JSDoc fix returned object type
2019-05-10 14:19:36 +01:00
Richard Davey
a6341a97a8
Fixed Types references
2019-05-09 15:32:53 +01:00
Antoine Pous
ce1577bcc3
JSDoc fix returned object type
2019-05-09 15:20:37 +02:00
Richard Davey
290389c4ae
Input Types
2019-05-09 12:02:03 +01:00
Richard Davey
b09ddc9048
GameObject Types
2019-05-09 12:01:00 +01:00
Richard Davey
7ba03dff54
TileSprite Types
2019-05-09 11:59:43 +01:00
Richard Davey
1a3263ad5e
Text Types
2019-05-09 11:59:10 +01:00
Richard Davey
ff723f64b6
Sprite Types
2019-05-09 11:58:41 +01:00
Richard Davey
275a3afe5f
RenderTexture Types
2019-05-09 11:58:09 +01:00
Richard Davey
3ca2b667b3
PathFollower Types
2019-05-09 11:57:27 +01:00
Richard Davey
29aee69aa0
Particles Types
2019-05-09 11:57:00 +01:00
Richard Davey
8e8b182359
Group Types
2019-05-09 11:56:16 +01:00
Richard Davey
32b4e6b04e
Graphics Types
2019-05-09 11:55:40 +01:00
Richard Davey
a51a81791f
Bitmap Text Types
2019-05-09 11:54:43 +01:00
Richard Davey
2b073cba51
Actions Types
2019-05-09 11:44:01 +01:00
Richard Davey
4092056e84
Fixed namespace
2019-05-09 11:05:42 +01:00
Richard Davey
ad09a18133
Finished JSDocs
2019-05-08 21:49:36 +01:00
Richard Davey
64572c430c
Finished JSDocs for all DOM Element methods and properties
2019-05-08 17:35:35 +01:00
Richard Davey
04e4e07047
More JSDocs
2019-05-08 15:42:53 +01:00
Richard Davey
860cdbf2bf
Adding DOM Element JSDocs
2019-05-08 15:00:04 +01:00
Richard Davey
faa72add9b
Removed ComputedSize component as we need the values read-only.
...
Fixed renderer for DOM Elements inside of Containers, or outside, or in a scaled canvas.
2019-05-08 00:26:54 +01:00
Richard Davey
cdd9d85b8e
DOM Elements set visible in preUpdate now. Fix #4486
2019-05-07 16:39:46 +01:00
Richard Davey
18a924c39c
Passing an _array_ of configuration objects to physics.add.group
would ignore them and none of the children would be assigned a physics body. Fix #4511
2019-05-07 16:17:28 +01:00
Richard Davey
acc5f92a8a
Merge pull request #4503 from jcyuan/master
...
expose ParseXMLBitmapFont for combined XML font file
2019-05-04 12:23:02 +01:00
Richard Davey
9672602c2f
Merge pull request #4504 from rexrainbow/master
...
Constraints canvas size via object size
2019-05-04 12:21:06 +01:00
Richard Davey
73d50071a8
DOM Element will check if parent can render
2019-05-03 19:01:02 +01:00
Richard Davey
abccac28f8
Can pass in either a BaseShader or a string
2019-05-01 17:04:53 +01:00
Richard Davey
b22f5ce5fd
Improved jsdocs
2019-05-01 12:59:05 +01:00
Richard Davey
4edd77275a
Removed funcmap and moved to renderer. Finished method jsdocs.
2019-05-01 12:30:09 +01:00
Richard Davey
2f48d68735
A shader can now be used as a bitmap mask
2019-05-01 11:12:31 +01:00
Rex
72df134571
Constrains canvas sizer via game object size
2019-05-01 11:48:08 +08:00
Rex
2a51bb8c3b
Remove redundant code
2019-05-01 10:10:05 +08:00
Rex
816eb6d677
Remove redundant code
2019-05-01 10:09:20 +08:00
Rex
b2a32a8e8f
Constraints canvas size if using fixedWidth, fixedHeight style
2019-05-01 10:06:04 +08:00
Richard Davey
de7c804c47
Shaders can now easily handle sampler2D uniforms
2019-05-01 00:05:52 +01:00
Richard Davey
0ebdf7073c
Optional texture key array
2019-05-01 00:05:22 +01:00
Richard Davey
8484f33c18
Handle invalid shader keys gracefully
2019-04-30 19:56:03 +01:00
Richard Davey
272fbfcd7a
Improved jsdocs, finished splitting up render process
2019-04-30 19:43:50 +01:00
Richard Davey
38d8ae7d68
Uniforms properly applied
2019-04-30 19:11:29 +01:00
Richard Davey
e5d944b977
Updating Shader Game Object to use new Shader class
2019-04-30 17:11:55 +01:00
J.C
b6047df1b5
flag which version has this method
2019-04-30 23:29:28 +08:00
J.C
8c3de0897e
expose ParseXMLBitmapFont for combined XML font file
2019-04-30 19:31:47 +08:00
Richard Davey
3c655bff3e
Improved jsdocs
2019-04-30 11:08:34 +01:00
Richard Davey
14ae8ecf19
Added NOOP
2019-04-29 17:14:05 +01:00
Richard Davey
e07248a403
Use proper elapsed time for the shader
2019-04-26 19:13:45 +01:00
Richard Davey
8620e2303d
Added setPointer
2019-04-26 00:56:53 +01:00
Richard Davey
55410038eb
Updated factory
2019-04-25 17:48:06 +01:00
Richard Davey
4d16f21c20
re-init uniforms if setShader
2019-04-25 17:13:31 +01:00
Richard Davey
2c4d0d9fd3
Uniforms are now synced properly and attribute is hard coded
2019-04-25 16:57:12 +01:00
Richard Davey
a26a420f23
Added transformOnly
flag
2019-04-25 15:44:19 +01:00
Richard Davey
d849031195
Y oh Y :)
2019-04-25 15:08:32 +01:00
Richard Davey
a0ef6e9d1b
Added default shader
2019-04-25 15:07:46 +01:00
Richard Davey
27d6bd544f
Drop the modelMatrix, it's not needed for this GO. Also only change vertexView elements that need changing.
2019-04-25 14:21:33 +01:00
Richard Davey
5449f7b51d
Skip blendMode and add setShader method
2019-04-25 14:03:50 +01:00
Richard Davey
f37a61de27
Shader now using viewLoad2D instead and accounting for origin
2019-04-25 12:12:49 +01:00
Richard Davey
ba8d1adbbb
Removing use of Shader pipeline
2019-04-25 11:30:23 +01:00
Richard Davey
7d74425491
Added new Shader Game Object
2019-04-25 03:15:51 +01:00
Richard Davey
ac3fac4ab6
UpdateList.remove
will now move the removed child to the internal _pendingRemoval
array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365
2019-04-24 13:58:05 +01:00
Richard Davey
f4a86fd368
The Container.setScrollFactor
method has a new optional argument updateChildren
. If set, it will change the scrollFactor
values of all the Container children as well as the Container. Fix #4466 #4475
2019-04-24 12:09:16 +01:00
Richard Davey
53c14df798
Changing any aspect of a Text object, such as the font size or content, wouldn't update its hitArea
if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created _without_ a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456
2019-04-24 11:21:36 +01:00
Richard Davey
f65f643a5f
Added setClassName method.
2019-04-23 11:21:26 +01:00
Richard Davey
e82e7c6ba0
Formatting fix
2019-04-18 17:55:49 +01:00
Richard Davey
7b438bfd3b
Copy paste fix
2019-04-18 17:55:42 +01:00
Hua
a05cd9377a
Update rectangle hitarea when updated text
2019-04-18 11:04:27 +08:00
Richard Davey
14d16b3c06
Add temp matrix to Graphics to avoid sharing issue during mask rendering
2019-04-15 23:38:09 +01:00
Richard Davey
78e1ef9df0
Particle Emitters and Containers can now have geometry masked children
2019-04-15 16:46:47 +01:00
Richard Davey
754ae7caa2
Particle Emitters can now be masked
2019-04-12 17:46:52 +01:00
Richard Davey
9dd3e7cd15
Added missing Mask component
2019-04-12 17:46:39 +01:00
Richard Davey
1a9f6130bf
Update DOMElementCSSRenderer.js
2019-04-09 23:43:47 +01:00
Richard Davey
a0c48596b3
Can now create dom elements on creation of the object.
2019-04-09 23:29:32 +01:00
Richard Davey
d823b7b49e
More flexible Factory function including element, style and innerText setters
2019-04-09 23:29:14 +01:00
Richard Davey
1b135b2efb
Tidying up CSS rendering
2019-04-09 23:28:56 +01:00
Richard Davey
950fc79e2e
Took DOM Element out of experimental and hooked to the Scale Manager
2019-04-09 23:28:40 +01:00
Richard Davey
9b29001449
Defaults should be false for closePath
, not true
.
2019-04-08 13:53:08 +01:00
Richard Davey
1995be80a2
GameObjects.Components.PathFollower
is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.
2019-04-08 13:53:08 +01:00
Richard Davey
f0acd2dfaf
rgb fix, lint fix and no need for frame argument
2019-04-08 12:49:03 +01:00
Richard Davey
55959500d2
Update RenderTextureConfig.js
2019-04-08 12:44:37 +01:00
Richard Davey
7c0645c1b9
Merge branch 'master' into master
2019-04-08 12:44:04 +01:00
Richard Davey
19c0b47167
Removed Graphics.lineFxTo and moveFxTo and the associated commands.
2019-04-08 12:32:07 +01:00
Richard Davey
05fb7b28e0
Merge pull request #3979 from pixelpicosean/fix-graphics-fx-drawing
...
Fix graphics moveFxTo and lineFxTo not work
2019-04-08 12:18:09 +01:00
Richard Davey
340df7a748
jsdocs update
2019-04-08 11:45:19 +01:00
Richard Davey
00638ae9ee
Swapped to use GetValue
instead.
2019-04-08 11:45:08 +01:00
Richard Davey
c89f9a9fde
Merge pull request #4195 from kensleebos/master
...
Fix for from/to in PathFollower.js
2019-04-08 11:40:26 +01:00
Richard Davey
d13e79a8db
Merge pull request #4427 from rexrainbow/master
...
Fix bug about counting height of text object
2019-04-05 17:25:27 +01:00
Richard Davey
f1e4ca58ed
strokePoints and fillPoints have no closePath argument.
2019-04-05 17:12:31 +01:00
Richard Davey
e017691c68
The ScaleMode
Component has been removed from every Game Object, and along with it the scaleMode
property and setScaleMode
method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413
2019-03-24 23:07:27 +00:00
Hua
b562917490
Fix fixedWidth, fixedHeight assignment issue
2019-03-15 17:11:04 +08:00
Hua
3c75872335
Fix word wrap issue
2019-03-15 17:06:39 +08:00
Hua
a1d4417a7a
Fix bug about counting height of text object
...
Drawing lines might not equal to amount of lines
2019-03-15 14:31:05 +08:00
Richard Davey
3456e19815
Updated jsdocs
2019-03-05 09:20:30 +00:00
Richard Davey
8180764cca
Added jsdoc override for origin
2019-02-25 17:07:09 +00:00
Richard Davey
3bb73c5664
Fixed Group defs and completed Arcade Physics defs
2019-02-13 14:45:36 +00:00
Richard Davey
3938675d9f
Input typedefs
2019-02-13 14:17:36 +00:00
Richard Davey
c9bdb83941
GameObject and Loader typedefs
2019-02-13 13:57:59 +00:00
Richard Davey
70a87a576d
Some legacy instances of float
moved to number
.
2019-02-13 12:39:36 +00:00
Richard Davey
e7b1d086e7
Moving all of the typedefs to properly namespaced scopes, rather than globals
...
\o/ ~ "Someone, save me!"
2019-02-13 12:35:12 +00:00
Richard Davey
b50e1c78b5
Lots more jsdoc tweaks and improvements
2019-02-12 15:01:54 +00:00
Richard Davey
4e817497d4
Namespace fixes
2019-02-12 12:48:41 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +00:00
Richard Davey
d50475045d
Added Zone.setBlendMode
method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295
2019-02-10 17:30:01 +00:00
Richard Davey
2467b624d0
Merge pull request #4350 from brian-lui/patch-1
...
Fix: Type declaration for blendMode
2019-02-08 13:37:53 +00:00
Richard Davey
f8c4252fcb
Tweaked setTileScale arguments
2019-02-08 12:13:01 +00:00
Brian Lui
af085646eb
Fix: Type declaration for blendMode
2019-02-08 15:58:18 +08:00
Richard Davey
05e3520048
The Mesh.setAlpha
method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343
2019-02-06 23:36:05 +00:00
Richard Davey
81a5bbf2db
Updated jsdocs
2019-02-05 00:03:34 +00:00
Richard Davey
eb9ed3463f
Lots of namespace and jsdoc fixes
2019-02-01 18:02:58 +00:00
Richard Davey
348306cafb
Lots more jsdoc fixes and new documentation
2019-01-31 14:47:50 +00:00
Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
1a6ac029ac
Fixed Extern arguments, added as core and finished jsdocs.
2019-01-30 00:02:11 +00:00
Richard Davey
44f4ac3598
Type def fix
2019-01-29 23:49:23 +00:00
Richard Davey
ad70549c79
Move Extern to experimental
2019-01-28 16:40:41 +00:00
Richard Davey
91df0a4cb9
Fix pipeline reference
2019-01-28 16:40:24 +00:00
J.C
cb0f3e079c
add doc for the static method. BTW: have to admit that Phaser is absolutely well considered, even for such case that user probably make all BMFont atlas combined into one.
2019-01-25 11:02:38 +08:00
Richard Davey
22fcb75ac1
Formatting
2019-01-24 14:11:08 +00:00
Richard Davey
c221bb7165
Updated docs to clarify #4091
2019-01-24 14:10:55 +00:00
Richard Davey
fac2efedc4
Container + List.sort scope fixed and custom handler option added. Fix #4241
2019-01-24 11:04:36 +00:00
Richard Davey
dd53ffae7c
Merge pull request #4303 from clesquir/patch-1
...
Headless tilesprite crash fix
2019-01-23 21:49:11 +00:00
Cédric Lesquir
e40cb21fc8
Bail out updateTileTexture if no renderer
2019-01-22 11:23:40 -05:00
Richard Davey
ea9678cc85
Removed TextStyle auto-quotes and added docs instead.
2019-01-22 14:02:25 +00:00
Cédric Lesquir
cd6488e8db
Headless tilesprite crash fix
...
Fixes issue https://github.com/photonstorm/phaser/issues/4297
2019-01-19 16:50:36 -05:00
Richard Davey
36d86abd48
Added Camera Fade and Game Object Destroy events.
2019-01-18 14:21:45 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
3e48021903
Clarified docs
2019-01-16 12:13:04 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
11ed074450
Refactoring how events are handled internally and in the docs
2019-01-15 14:37:24 +00:00
Richard Davey
79dc611b95
Quote the font family in Text objects.
2019-01-12 16:31:48 +00:00
Richard Davey
49c2868746
All default width/height values are now taken from the Scale Manager, not the Game Config
2019-01-11 15:57:57 +00:00
Richard Davey
874929d807
Merge pull request #4250 from jcyuan/Branch_v3.15.1
...
doc improvement & minor bug fix
2019-01-04 13:15:20 +00:00
Omar Shehata
9a77301e08
Fix jsdoc syntax
2018-12-26 10:43:57 -05:00
J.C
580cc36ad4
Merge branch 'master' into Branch_v3.15.1
2018-12-20 12:42:25 +08:00
J.C
f09e777f84
1, GetFirstElement -> should be GetFirst
...
2, doc fix
2018-12-20 11:11:56 +08:00
Richard Davey
cb57425a34
The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188
2018-12-18 15:47:07 +00:00
Richard Davey
a2723249a3
CanvasTexture.destroy
is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239
2018-12-18 15:21:24 +00:00
Richard Davey
c882b52a3a
Fixed an issue where changing the viewport or size of a Camera belonging to a RenderTexture, it wouldn't impact the rendering and objects will still render outside of the viewport range. It's now converted to a proper gl scissor rect by the renderer, meaning you can limit the area rendered to by adjusting the internal Render Texture cameras viewport. Fix #4243
2018-12-18 13:35:53 +00:00
Richard Davey
7ee0a717f5
Container.getFirst
was using an incorrect Array Utils function GetFirstElement
, when it should have been using GetFirst
. It now uses the correct function. Fix #4244
2018-12-18 12:12:47 +00:00
Richard Davey
90c7d4d0e8
Removed un-needed argument
2018-12-18 12:12:38 +00:00
Richard Davey
56fa0a119e
RenderTexture.fill
in WebGL would use gl.clear
and a clear color to try and fill the Render Texture. This only worked for full-canvas sized RenderTextures that didn't have a camera zoom applied. It has now been swapped to use the drawFillRect
method of the Texture Tint Pipeline, allowing it to work properly regardless of camera zoom or size.
2018-12-18 11:31:42 +00:00
Richard Davey
bc9d3511e1
When using RenderTexture.fill
, the alpha
argument would be ignored in Canvas mode. It's now used when filling the RenderTexture.
2018-12-18 09:55:23 +00:00
Richard Davey
1bf9be5e12
Animation.stop guard.
2018-12-13 13:03:54 +00:00
Richard Davey
7ea03169e7
Merge pull request #4183 from DottieDot/setFont-fix
...
setFont fix (also fixes #4141 )
2018-12-12 11:30:38 +00:00
Richard Davey
5c6d1cbe17
Merge pull request #4214 from matosummer/master
...
Add link to bitmaptext
2018-12-12 11:27:00 +00:00
Richard Davey
4b27b37a0c
Added texture and unit arguments to batchQuad
and batchTri
, fixing the y2k bug.
2018-12-12 11:08:52 +00:00
Richard Davey
d70ecfca8c
Merge pull request #4215 from snowbillr/update-group-creator-and-factory-param-type
...
update type param for group factory and creator methods
2018-12-08 15:02:13 +00:00
Richard Davey
da0d9802de
Fixed typo
2018-12-06 16:59:53 +00:00
Richard Davey
2fe4d536a9
Updated docs
2018-12-06 15:59:22 +00:00
Richard Davey
e6f5d0144e
Added Animation.chain method to queue an animation to start when the current one ends.
2018-12-06 15:57:52 +00:00
Richard Davey
cd80b27ea6
Updated jsdocs
2018-12-06 15:39:57 +00:00
Richard Davey
8fe2e30635
Removed update event
2018-12-06 15:34:15 +00:00
Richard Davey
9e78553a48
reverse
no longer needs the argument. play
and playReverse
can now take an Animation instance as an argument, not just a key.
2018-12-06 15:28:32 +00:00
Bill Reed
df9365cae6
update type param for group factory and creator methods
2018-12-05 11:32:47 -05:00
Mato
87be97aaf0
Add link to bitmaptext
2018-12-05 16:29:18 +07:00
Richard Davey
6f8759c186
Whenever Camera.roundPixels
was enabled it would use a bitwise operation to truncate the float (x |= 0
) - this has been replaced across all files that used it, with a call to Math.round
instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
2018-11-30 10:27:25 +00:00
Richard Davey
b0df6892b5
The Canvas SetTransform
method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
2018-11-27 13:54:59 +00:00
Ken Sleebos | Adwise - Your Digital Brain
0b7096887c
Fix for from/to in PathFollower.js
2018-11-27 10:36:57 +01:00
Taran van Groenigen
e181a98aa2
Fixed a mistake that would cause fontFamily to hold all font data when using the font shorthand & fixes photonstorm/phaser#4141
...
I noticed this while investigating photonstorm/phaser#4141
2018-11-22 09:40:10 +01:00
Richard Davey
18af31ffb7
Fixed how dead particles are managed, reduced gc churn and reset particle positions. Also removed un-needed stable sort.
2018-11-21 11:53:46 +00:00
Richard Davey
fca695f632
Removed Particle.index as it's no longer required
2018-11-21 11:53:21 +00:00
Richard Davey
db0be54737
Fixed breaking Tween loop change and implemented PathFollower startAt in a slightly different way
2018-11-21 10:17:48 +00:00
Richard Davey
ab85d480a7
Added setState method.
2018-11-21 02:24:54 +00:00
Richard Davey
f1fdc5dcf5
Changing TileSprite.width
or TileSprite.height
will now flag the texture as dirty and call updateDisplayOrigin
, allowing you to resize TileSprites dynamically in both Canvas and WebGL.
2018-11-20 15:32:15 +00:00
Richard Davey
c1771ecdac
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-20 11:02:31 +00:00
Richard Davey
8cd45a72b2
ESLint fixes
2018-11-20 11:02:19 +00:00
Richard Davey
96b9db5cb7
Merge pull request #4150 from samme/docs/misc
...
Docs updates
2018-11-20 10:45:54 +00:00
Diego Teixeira
f45ee83fc4
Using statAt
...
Including usage to startAt for startFollow method
2018-11-19 14:54:56 -02:00
Richard Davey
a6ef139f20
Added fill method.
2018-11-19 11:10:27 +00:00
Richard Davey
51223c518a
Added Graphics.fill and Graphics.stroke
2018-11-19 11:09:53 +00:00
Richard Davey
202c6c9c1a
Added nextFrame
and previousFrame
to the Animation component
2018-11-16 14:34:09 +00:00
Richard Davey
e584fbfb8f
Tidying up erase code
2018-11-13 15:27:42 +00:00
Richard Davey
5147fb281a
Added new Blend Modes.
2018-11-13 15:10:25 +00:00
Richard Davey
76918e76b0
ERASE tests
2018-11-13 10:32:24 +00:00
Richard Davey
a1273e42b8
Added ERASE blend mode
2018-11-13 10:31:56 +00:00
Richard Davey
06688eedd8
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-10 04:22:51 +00:00
Richard Davey
ceb9910780
Added erase
method for clearing parts of a Render Texture.
2018-11-10 04:22:47 +00:00
samme
83e2de2baf
Docs for Group
...
Add GroupClassTypeConstructor type
2018-11-07 09:40:31 -08:00
Richard Davey
43e76a7c45
Merge pull request #4129 from samme/docs/events
...
Docs for input and physics events
2018-11-07 16:18:17 +00:00
Richard Davey
885e45391c
Merge pull request #4136 from Waclaw-I/dead-particles-pool-fix
...
Array of dead particles is now being filled up with dead particles.
2018-11-07 16:15:02 +00:00
Richard Davey
929aca014a
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-07 16:13:10 +00:00
Richard Davey
01bcb6b91f
Merge pull request #4144 from stuartkeith/patch-1
...
fixed - cameraFilter bitmask doesn't work for values < 0
2018-11-07 16:12:37 +00:00
Richard Davey
979fc7341f
The cameraFilter
property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0
2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c
Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139
2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3
Game Objects have a new property called state
.
2018-11-07 15:11:59 +00:00
Stuart Keith
3b422260ea
Update DOMElementCSSRenderer.js
2018-11-04 11:22:02 +00:00
Richard Davey
e34d759928
Removed sortGameObjects
and getTopGameObject
methods
2018-11-01 12:12:06 +00:00
Richard Davey
d912189b91
Added the Extern Game Object
2018-10-29 23:07:30 +00:00
Piotr 'Waclaw I' Hanusiak
893310d5bb
array of dead particles is now being filled up with dead particles.
2018-10-29 22:19:57 +01:00
Richard Davey
d740ca2302
Use QR decomposition or it all goes wrong!
2018-10-26 19:38:30 +01:00
Richard Davey
7441ff90ae
The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData
object instead, like the WebGL renderer does.
2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd
The data object being sent to the Dynamic Bitmap Text callback now has a new property parent
, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)
2018-10-25 14:10:12 +01:00
samme
7ff8d51f98
Docs for input and physics events
2018-10-24 12:14:44 -07:00
Richard Davey
d13984f460
Added jsdocs
2018-10-19 18:32:10 +01:00
Richard Davey
0b3d54a198
Added jsdocs
2018-10-19 18:29:36 +01:00
Richard Davey
104eeabbf6
Removed verticalAdjust property as it never worked and isn't needed now
2018-10-19 18:29:28 +01:00
Richard Davey
c14fb4b764
Updated formatting.
2018-10-19 13:35:30 +01:00
Richard Davey
38743135eb
Merge pull request #4101 from DotTheGreat/TextStyle_setStyle-fix
...
Text style setStyle/setFont fix
2018-10-19 13:31:15 +01:00
Richard Davey
8bbe96d610
Merge pull request #4111 from darkwebdev/patch-1
...
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
2018-10-19 13:17:43 +01:00
Richard Davey
c9a4a240f8
The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list
2018-10-19 13:08:05 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
Richard Davey
d41a01ac39
Updated docs
2018-10-18 13:27:56 +01:00
Timur Manyanov
9020e64d7b
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
...
This should fix TypeScript definitions, that at the moment lead to unexpected behavior (cause color is passed instead of a line width).
At the moment definition looks like this:
```setStrokeStyle(color?: number, alpha?: number): this;```
2018-10-14 00:44:01 +02:00
Richard Davey
a0d3137f76
Shapes and Graphics now set textures correctly (after batch texture changes)
2018-10-12 15:09:21 +01:00
Richard Davey
9dc53d1e5a
The WebGLRenderer method canvasToTexture
has a new optional argument noRepeat
which will stop it from using gl.REPEAT
entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
2018-10-12 15:08:53 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
Taran van Groenigen
c841adcba4
Removed whitespaces from empty lines
2018-10-09 11:50:21 +02:00
Taran van Groenigen
af664dc699
Removed two tabs
2018-10-09 11:32:52 +02:00
Taran van Groenigen
4e2bd36ca5
A string now uses the same default values as an object passed into setFont
2018-10-09 11:28:02 +02:00
Taran van Groenigen
9a2a0ad45f
TextStyle.setStyle & TextStyle.setFont now set fontSize, fontStyle & fontFamily when font is a string
...
TextStyle.setFont now sets fontFamily, fontSize, and fontStyle when "font" is a string.
TextStyle.setStyle calls TextStyle.setFont when "font" is overridden.
This fixes an issue where TextStyle.update(true) overrides TextStyle._font
2018-10-09 11:13:23 +02:00
Richard Davey
4d13702c33
The Particle Emitter Manager has been given a NOOP method called setBlendMode
to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083
2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc
TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085
2018-10-05 16:27:42 +01:00
Richard Davey
66445c9fb1
If you set pixelArt
to true in your game config (or antialias
to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01
If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073
2018-10-02 13:13:51 +01:00
Richard Davey
143957d24a
You can now set the maxLights
value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
2018-10-02 11:09:58 +01:00
Richard Davey
8b5d0a3af1
Text.setFont
, Text.setFontFamily
, Text.setFontStyle
and Text.setStroke
will no longer re-measure the parent Text object if their values have not changed.
2018-09-29 11:21:31 +01:00
TadejZupancic
da5ed417b5
Update RenderTexture.js
2018-09-28 14:51:54 +02:00