Commit graph

113 commits

Author SHA1 Message Date
Richard Davey
ccf677dfa6 Textures typedefs 2019-02-13 15:43:08 +00:00
Richard Davey
bc962c25dc All listeners use the new Events 2019-01-18 13:41:43 +00:00
Richard Davey
25c1a5fe74 Added Texture Manager Events and moved 'ready' responsibility to it 2019-01-17 11:54:41 +00:00
Richard Davey
aa341854c7 Happy New Year 2019-01-15 16:20:22 +00:00
Richard Davey
d9f0483437 JSDoc update. 2019-01-07 23:13:07 +00:00
jestarray
5aef34884c
texture optional frame parameters
not specifying frame works on said methods
2018-12-21 08:25:42 -08:00
J.C
a3d2ccf65c doc improvement for typescript 2018-12-13 17:17:02 +08:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
57758942d1 Account for trim in pixel perfect hit tests. Fix #3938 2018-08-22 17:11:20 +01:00
Richard Davey
2dfe321d67 The getPixelAlpha and getPixel methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 2018-08-21 23:25:08 +01:00
Richard Davey
50baa268e3 addBase64 will return intance for chaining 2018-08-07 16:26:15 +01:00
Richard Davey
fbb67ac201 The CanvasRenderer.DrawImage function has been removed, as has the associated drawImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:24:51 +01:00
Richard Davey
177e47cb84 The Texture Manager has a new method called renameTexture which will let you rename a texture, changing the key to the new one given. All existing Game Objects will still maintain their reference, even after a rename. 2018-08-03 19:03:52 +01:00
Richard Davey
261cb79d0d Added addRenderTexture method. 2018-08-02 12:34:01 +01:00
Richard Davey
73524df816 The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system. 2018-08-01 13:18:28 +01:00
Richard Davey
08b7d00ce9 Fixed base64 method 2018-07-27 11:19:12 +01:00
Richard Davey
c1111753f0 Added getBase64 method 2018-07-27 09:43:12 +01:00
Edwin222
a137883628 Merge remote-tracking branch 'upstream/master' 2018-07-14 17:00:38 +09:00
Richard Davey
1a7d726a4b jsdoc udpate 2018-07-11 12:33:40 +01:00
Edwin222
57f159c64b Add description comments to TextureManager.js 2018-06-23 17:20:49 +09:00
Richard Davey
a49e770f89 Added getPixelAlpha method 2018-06-08 17:50:26 +01:00
Richard Davey
350cb037b7 All systems now register themselves with the new PluginCache 2018-05-15 12:51:50 +01:00
Richard Davey
29aec01b6f Bumping to 3.7.0 2018-05-04 18:51:02 +01:00
Richard Davey
b0c853a782 Added in normal map support 2018-05-04 14:32:13 +01:00
Richard Davey
e1b252e4fd Removed un-used texture parsers and added in new AtlasXML parser. 2018-05-04 02:37:32 +01:00
Richard Davey
47f647206f Added multi atlas support back in. Pack files can now load multi-atlas files too. 2018-05-03 14:19:40 +01:00
Richard Davey
cd288b33c2 eslint fixes 2018-04-23 23:52:57 +01:00
Richard Davey
152c68eca3 TextureManager.checkKey will check if a texture key is in-use and log a console warning if it is and then return a boolean. 2018-04-23 23:42:42 +01:00
Richard Davey
006d501fbe Added remove method 2018-04-23 19:11:47 +01:00
Richard Davey
445439e253 The Texture Manager will now emit an addtexture event whenever you add a new texture to it, which includes when you load images files from the Loader (as it automatically populates the Texture Manager). Once you receive an addtexture event you know the image is loaded and the texture is safe to be applied to a Game Object. 2018-04-20 18:57:23 +01:00
Richard Davey
ea0bdce26a Updated jsdocs 2018-04-16 16:37:07 +01:00
Richard Davey
06998276ec Removed stict mode warning 2018-03-28 16:00:19 +01:00
Richard Davey
747f09af86 jsdoc fixes 2018-03-28 15:04:09 +01:00
Richard Davey
2182511b1d Image swap 2018-03-21 14:41:51 +00:00
orblazer
7fba122321 Fix "any" types 2018-03-20 17:15:49 +01:00
orblazer
dca7996179 Fix multiple types on Physics, Texture and Input 2018-03-20 16:10:19 +01:00
orblazer
4cff464555 Fix nullable types 2018-03-20 15:36:03 +01:00
orblazer
fa13b597e3 Add more callbacks 2018-03-19 23:08:05 +01:00
Joachim Grill
22ecd23f09 fixed multiatlas loader to support new TexturePacker atlas format introduced for Phaser 3 2018-02-27 14:48:45 +01:00
Richard Davey
e1554c34d6 eslint fixes 2018-02-16 18:07:49 +00:00
Richard Davey
8f4a1012fd Updated jsdocs. 2018-02-13 01:39:22 +00:00
Richard Davey
d1f5f8a82b Added jsdocs 2018-02-12 16:01:21 +00:00
Richard Davey
3225367240 Check for new TP3 structure. 2018-02-09 15:23:03 +00:00
Richard Davey
93a2c3734b Added jsdocs 2018-02-08 13:45:53 +00:00
Richard Davey
4c5150a24c Added jsdocs 2018-02-08 04:01:44 +00:00
Richard Davey
a802914243 Added in destroy methods for all managers and invoked them from Game 2018-01-31 03:38:10 +00:00
Richard Davey
f0726d4060 Added the ability to provide a data source image to go with a standard image
This allows you to load a normal map, specular map, or other format of image based data alongside a regular image and have them bound together internally, without creating duplicate entries in the Texture Manager or loader
2018-01-29 23:38:27 +00:00
Richard Davey
faf89ea78a getTextureKeys method added to return all loaded textures. 2018-01-19 16:30:05 +00:00
Richard Davey
86fe054c63 Game boot sequence is now split-up to allow time for non-blocking, but time sensitive plugins (like the Texture Manager) to complete starting up before the main loop begins. Texture Manager now checks on state of default images before telling Game it is ready. 2018-01-18 14:01:29 +00:00
Richard Davey
e017a71f32 Game emits a boot event, which its managers listen for 2018-01-18 05:16:52 +00:00
Richard Davey
d8f1ba03e9 Moved repository location 2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
2e4e4be68d Added Frame.clone. 2016-11-07 00:33:18 +00:00
Richard Davey
35854ea58d Cache now adds in Default and Missing images to the new Texture Manager. 2016-10-13 00:08:11 +01:00
Richard Davey
271aab1844 Removed the GPU texture handlers out of the Texture Manager, and into the WebGL Renderer. 2016-10-11 23:48:22 +01:00
Richard Davey
379b54b554 Added TextureManager.addSpriteSheetFromAtlas and removed it from the Texture class. 2016-10-11 22:46:23 +01:00
photonstorm
ce3308ea1d Hooking the Loader and Cache into the new Texture Manager. 2016-10-11 14:52:17 +01:00
Richard Davey
e0ef9cab8b Hooked the Texture Manager into the Cache. 2016-10-10 23:57:51 +01:00
Richard Davey
0abf9d958d Updated scaleMode global. 2016-10-07 03:22:59 +01:00
Richard Davey
a096dd4f7d Removed context arrays. 2016-10-05 01:47:54 +01:00
photonstorm
1da95994a5 First pass of the newly re-structured Canvas Renderer (still using old texture system though). 2016-10-03 12:44:54 +01:00
Richard Davey
42b8118fa0 All core features of the new Texture classes are now done. Multi-atlas support, Sprite Sheets embedded in atlases, shared source references, shared frame data, and split parsers. Phew. 2016-09-30 06:07:00 +01:00
photonstorm
f993769336 Lots of work on the new Texture classes. 2016-09-29 16:10:22 +01:00