Commit graph

76 commits

Author SHA1 Message Date
Richard Davey
6d8b6b15de Added support for autoCenter and resizeInterval configs 2019-01-11 15:58:33 +00:00
Richard Davey
5370e1e068 Removed autoResize as no longer needed. Added autoRound property. pixelArt is true if not set and if zoom > 1. 2019-01-10 13:40:28 +00:00
Richard Davey
8a8c4de557 Fixed expandParent config value and made the default 2019-01-09 17:13:06 +00:00
Richard Davey
e3dc58ef17 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-12-13 13:10:35 +00:00
Richard Davey
f4f4512d0f Fixed Math.RND assignment. Fix #4197. 2018-12-13 13:09:14 +00:00
Richard Davey
032c7bd405
Merge pull request #4227 from jcyuan/Branch_v3.15.1
TS definition improvements in doc for v3.15.1 release
2018-12-13 11:58:27 +00:00
J.C
5d696d49bf doc improvement for typescript, missing mapping if use JSON as the config data for the game instance 2018-12-13 17:26:10 +08:00
Richard Davey
5e1a144c05
Merge pull request #4181 from samme/docs/audioconfig
Correct docs for Phaser.Boot.Config#audio
2018-12-12 11:40:40 +00:00
Richard Davey
a7fba605ad By default, no key captures. 2018-12-05 16:02:09 +00:00
samme
80cd8352dc Correct docs for Phaser.Boot.Config#audio 2018-11-20 16:30:30 -08:00
Richard Davey
8fca5ab575 Added InputSmoothFactor config property. 2018-11-19 15:30:21 +00:00
Richard Davey
f85a79c0d7 There is a new boolean Game Config property called customEnvironment. If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 2018-11-16 10:46:30 +00:00
Richard Davey
16ef9df977 Updated capture docs and values 2018-11-13 15:05:35 +00:00
Richard Davey
696e3dc6b8 Prevent non-modified keys only 2018-11-12 23:01:30 +00:00
Richard Davey
5f92b05fd7 Added game config keyboard capture flag for global preventDefault handling. 2018-11-12 22:22:12 +00:00
Richard Davey
d3b573a615 MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it. 2018-10-24 14:08:49 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Richard Davey
99591f0d72 Added new Scale Manager config properties 2018-10-11 17:01:17 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +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
samme
eaec923245 GameConfig docs 2018-09-27 15:37:54 -07:00
Richard Davey
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
89b9f42f3e Adding jsdocs 2018-09-24 23:20:43 +01:00
Richard Davey
c36a3b4057 Hopefully fix annoying TS error 2018-09-20 11:49:52 +01:00
Richard Davey
252ebe74fb TS defs error 2018-09-11 13:51:09 +01:00
Richard Davey
b317dc3d30 Set autoResize to true for now. Fix #3928 2018-08-31 18:19:25 +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
Eirik S Korsnes
fe748e9dc7 - wrote dot-notated config properties as seperate typedefs
- add some missing properties
2018-08-12 12:19:48 +02:00
Christian Freitag
1909d73a0e - Added initial type definitions for plugins property within game object 2018-08-07 21:38:28 +02:00
Richard Davey
8a9cfdf83b Added properties and methods to Scale Manager ready for integration 2018-08-07 16:25:45 +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
samme
4c23359fd8 Pass data value to global plugins 2018-07-23 10:51:00 -07:00
Richard Davey
c741469894 Added optional DOM Container parent and config values 2018-07-18 17:22:52 +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
8c312090da Solidified use of pixelArt mode 2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
fa2e274f8d New gamepad target config property 2018-06-06 23:03:27 +01:00
Richard Davey
521ea10db9 Moved active pointers total to game config 2018-05-30 00:33:01 +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
4741ee02b1 Updated docs and lint fixes 2018-05-11 18:55:44 +01:00
Richard Davey
4f2ef3f3ca Fixed overwrite and split plugin types. 2018-05-11 16:01:11 +01:00
Richard Davey
e431cc33f9 Moved plugins file to DefaultPlugins and changed the namespace 2018-05-11 14:06:13 +01:00
Richard Davey
0a46c13f4c Working through new plugin structure 2018-05-11 01:50:37 +01:00
Richard Davey
8ca79cdda4 Working on the plugin config setup 2018-05-10 17:15:25 +01:00
Richard Davey
d19a1f9a4f Fixed config object 2018-05-10 12:42:08 +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
Basile Desloges
fe03667ee5 Update JSDocs
- Update GameConfig to explicit the `render` subobject
- GameConfig#render.powerPreference is documented as string instead of boolean
- Add comments to the members of the `Config` object
2018-05-08 16:28:36 +02:00
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
8c51107718 Max Parallel Files limit raised from 4 to 32 2018-05-02 17:23:51 +01:00