Commit graph

6767 commits

Author SHA1 Message Date
Richard Davey
a103b0e6a6 Fixed FB Plugin paths to avoid build errors if plugin is enabled. 2018-09-04 12:35:23 +01:00
Richard Davey
a6e650f26f
Merge pull request #4006 from samme/docs/arcade-image-body
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-04 12:23:26 +01:00
Richard Davey
7c55e65543 Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987 2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f Arcade Physics World collideSpriteVsTilemapLayer now syncs the collision results back to the body, allowing you to call collide from within an update loop once again. Fix #3999 2018-09-04 12:12:51 +01:00
Richard Davey
b19449f518 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-03 13:12:41 +01:00
Richard Davey
78ffd41704 More specific includes 2018-09-03 13:12:37 +01:00
samme
c0e141513c Correct types for ArcadeImage#body, ArcadeSprite#body 2018-09-02 14:45:39 -07:00
Richard Davey
cc90c6756b
Merge pull request #4001 from khaleb85/master
Fixed animation playReverse with yoyo flag
2018-09-01 17:45:31 +01:00
Shukizu
96c7a4830c fixed playReverse with repeat bigger than 1 #3837 2018-09-01 12:40:26 -03:00
Shukizu
a1bb80997e fixed play in yoyo mode, bug found by @Ben-Millions #3837 2018-09-01 10:48:23 -03:00
Richard Davey
2c4f0d0d68 Added missing jsdocs for #3996 2018-09-01 10:19:38 +01:00
Richard Davey
ec412b2d89
Merge pull request #3996 from iamchristopher/feature-polygon-get-points
Adds Polygon.Perimeter and Polygon.GetPoints
2018-09-01 10:17:50 +01:00
Richard Davey
00a31d2d88 Updated docs. Close #3997 2018-09-01 10:14:22 +01:00
iamchristopher
0a96bf356b Added Polygon.GetPoints 2018-08-31 20:30:36 -04:00
iamchristopher
a1335d3cc0 Added Polygon.Perimeter 2018-08-31 20:21:34 -04:00
Richard Davey
0a4fc5b026 Calling setTimeScale on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite. 2018-08-31 18:45:50 +01:00
Richard Davey
55003641d2 Clamp scissor 2018-08-31 18:19:31 +01:00
Richard Davey
b317dc3d30 Set autoResize to true for now. Fix #3928 2018-08-31 18:19:25 +01:00
Richard Davey
0b95ed0478 Fixed scissors when using a small cam with render texture 2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530 Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional) 2018-08-31 14:40:12 +01:00
Richard Davey
5270b463d0 Removed visible check as it's no longer needed 2018-08-31 14:39:38 +01:00
Richard Davey
4794909e44 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-31 13:27:28 +01:00
Richard Davey
ecae9d0503 The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 2018-08-31 13:27:24 +01:00
Dhruv Yadav
0fd6d9d7dc Fixed a trailing spaces issue from the addKey(string) whitespace update 2018-08-30 21:58:54 +05:30
Dhruv Yadav
75319233f2 Styling updates for addKey(string) whitespace fix 2018-08-30 21:53:19 +05:30
Dhruv Yadav
f29892b73f Fixed addKeys(string) whitespace issue 2018-08-30 21:36:36 +05:30
Richard Davey
14d3f6b35c Calling Arcade Physics collide during an update method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 2018-08-29 16:35:13 +01:00
Richard Davey
e4a7977bb9 The Transform Matrix has a new method applyInverse which will take an x/y position and inverse translate it through the current matrix. 2018-08-29 16:11:59 +01:00
Richard Davey
91f7e27ae8 Transform.getWorldTransformMatrix has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 2018-08-29 16:10:48 +01:00
Richard Davey
0c4de357cf The Input Manager has gained a new private property _tempMatrix2. This is used internally in the hitTest checks to avoid constant matrix creation. 2018-08-29 16:08:04 +01:00
Richard Davey
3469ff2cfd Arcade Physics World has gained two new private properties _tempMatrix and _tempMatrix2. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances. 2018-08-29 16:07:07 +01:00
Richard Davey
2c525845be The Arcade Physics Body _tempMatrix property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies. 2018-08-29 16:06:13 +01:00
Richard Davey
5c091f4ff9 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-29 11:57:33 +01:00
Richard Davey
7041bd99ec The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984 2018-08-29 11:57:30 +01:00
Richard Davey
2e421b4349
Merge pull request #3981 from hypertrifle/master
Updated @param notation that cause issues generating docs
2018-08-29 11:18:22 +01:00
spontoreau
e922f378f4
Add CursorKeys type to Phaser.Input.Keyboard namespace 2018-08-26 22:28:21 +02:00
hypertrifle
37da44f9c9
Updated @param notation that cause issues generating docs
there was a double pipe - now there isn't
2018-08-26 12:54:18 +01:00
Richard Davey
cb0eeb3d63 Added default blank frame for custom pipelines #3978 2018-08-24 23:58:27 +01:00
Richard Davey
5eaeb208f6 Preparing for beta4 2018-08-23 19:35:42 +01:00
Richard Davey
a585df3abf DOM Elements moved behind experimental flag for now 2018-08-23 18:11:10 +01:00
Richard Davey
eaeab041ee Added render to texture docs 2018-08-23 18:10:55 +01:00
Richard Davey
618754b411 Moved FB plugin to plugins folder 2018-08-23 18:10:46 +01:00
Richard Davey
7765496b19 Moved FB plugin behind build flag 2018-08-23 18:10:20 +01:00
Richard Davey
1d4b2ed01a Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949 2018-08-23 17:30:27 +01:00
Richard Davey
b25ff9e065 Moved Camera3D to optional plugin
Also included build flag to allow it to be compiled into the standard lib if required (saves a bunch of KB in duplicated classes)
2018-08-23 15:30:21 +01:00
Richard Davey
beb286297c Camera3D Plugin moved out of the main src folder to optional plugin 2018-08-23 13:18:25 +01:00
Richard Davey
f24204ee03 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-23 12:31:59 +01:00
Richard Davey
5443f9cf5a Fixed the way the arc overshoot works. 2018-08-23 12:31:55 +01:00
Richard Davey
51cc10bcb5
Merge pull request #3968 from samme/fix/arcade-world-disable
Fix Arcade.World#disable
2018-08-23 11:40:35 +01:00
Richard Davey
b7c74a0ddf
Merge pull request #3970 from samme/docs/addLight
Correct LightsManager#addLight docs
2018-08-23 11:39:53 +01:00
samme
fb23367c63 Fix Arcade.World#disable
It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
samme
408b2df350 Correct LightsManager#addLight docs
All arguments are optional
2018-08-22 13:07:41 -07:00
samme
b241315fa1 Correct Structs.Set#iterate docs
callbackScope argument is optional
2018-08-22 13:06:50 -07:00
Richard Davey
57758942d1 Account for trim in pixel perfect hit tests. Fix #3938 2018-08-22 17:11:20 +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
Richard Davey
f3b35f0466 lint fix 2018-08-22 16:14:40 +01:00
Richard Davey
da64e41b2f Fixed Matter require call freaking out webpack 2018-08-22 15:54:00 +01:00
Richard Davey
5bf8fba1de Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-22 15:43:13 +01:00
Richard Davey
dc868f8368 You can now resize SVG files during load, before they are rendered to textures.
Also added scale support and fixed some viewBox settings (#3941)
2018-08-22 15:43:09 +01:00
Richard Davey
e99dfef136 Docs fixes 2018-08-22 15:42:39 +01:00
TadejZupancic
1fa16f00df
RenderTexture: Texture is always destroyed (canvas)
Forgot to check the flag for canvas renderer.
2018-08-22 15:57:57 +02:00
Richard Davey
bd40360dbc
Merge pull request #3941 from ysraelJMM/master
Resizing of the SVG in the preload
2018-08-22 14:18:40 +01:00
Richard Davey
65fb366ecd Matter updated to 0.14.2. Fix #3929 2018-08-22 14:01:35 +01:00
YsraelJMM
b8371eba7b
SVG rezise preload. svgConfig object
svgConfig, 
contains the width and height. Change zise.
2018-08-21 20:01:38 -05:00
Richard Davey
0dccc3a510 Updated jsdocs. Fix #3849 2018-08-21 23:48:03 +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
198f353c9a The default Container Blend Mode is now SKIP_TEST. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 2018-08-21 22:07:35 +01:00
Richard Davey
01290afda9 A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method. 2018-08-21 21:54:38 +01:00
Richard Davey
502b66bcac lint fix 2018-08-21 18:13:53 +01:00
Richard Davey
f8b3fcf539 Cull Tiles now needs a render order for the layer data. 2018-08-21 18:02:00 +01:00
Richard Davey
838cdfc418 Added renderOrder property, setRenderOrder method and updated upload to use the setting. 2018-08-21 18:01:47 +01:00
Richard Davey
cc5bf41b25 Added renderOrder property and setRenderOrder method. 2018-08-21 18:01:33 +01:00
Richard Davey
b0888d2762 Added renderOrder property, setRenderOrder and apply them during layer creation. 2018-08-21 17:59:28 +01:00
Richard Davey
a7847e9cb9 Added renderOrder property. 2018-08-21 17:55:40 +01:00
Richard Davey
a462250cd9 Now extracts the renderorder property from the Tiled JSON 2018-08-21 17:54:49 +01:00
Richard Davey
a98b3c3b15 In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951 2018-08-21 15:55:39 +01:00
Richard Davey
36dd7ae405
Merge pull request #3819 from samme/feature/createFromObjects
Copy custom properties in createFromObjects()
2018-08-21 15:38:48 +01:00
TadejZupancic
bff7f99fe1
Update RenderTexture.js 2018-08-21 15:40:10 +02:00
TadejZupancic
50a3555cad
RenderTexture: Texture is always destroyed
Texture is now destroyed only if it was not saved to the TextureManager, so it can be reused.
2018-08-21 15:32:10 +02:00
Richard Davey
3cc17f5c97 The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND) and don't provide a seed for it 2018-08-21 14:06:41 +01:00
Richard Davey
8d1caff0a4 Updated argument name 2018-08-21 02:29:54 +01:00
Richard Davey
0eef6f1bb9 Updated scroll factor docs to clarify impact on physics bodies #3810 2018-08-20 19:19:53 +01:00
Richard Davey
f6e25ebfd1
Merge pull request #3850 from polarstoat/animation-docs-fix
Add AnimationManager.generateFrameNumbers documentation
2018-08-20 18:31:35 +01:00
Richard Davey
6efb88b24b
Merge pull request #3900 from thejonanshow/upgrade_konami_code
Correct Konami code in createCombo documentation.
2018-08-20 18:30:18 +01:00
Richard Davey
817dd94d73
Merge pull request #3916 from ampled/gameconfig-jsdoc
Typedefs for nested GameConfig-objects
2018-08-20 18:27:06 +01:00
Richard Davey
28b1f0cfe6
Merge pull request #3926 from Mursaat/arcade-squared-dist
Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js)
2018-08-20 18:26:21 +01:00
Richard Davey
4faa0ed228
Merge pull request #3942 from goldfire/small-pre-render-optimize
Don't set gl.clearColor when no clearBeforeRender
2018-08-20 18:22:21 +01:00
Richard Davey
e71d72ec66
Merge pull request #3927 from TadejZupancic/patch-11
Wrong bounds/displayOrigin on BitmapText text change
2018-08-20 18:21:15 +01:00
Richard Davey
27c3cc30ac Previously, changing a Text object by setting its text property directly wouldn't change the text being rendered as using setText was the expected way to change what was being displayed. Internally the text property has been renamed to _text and flagged as private, and a new getter / setter for text has been added, which hands over to the setText method, meaning you can now use both ways of setting the text. Fix #3919 2018-08-20 17:41:05 +01:00
Richard Davey
54dbdce1c7 Now calls the correct frame resize method. Fix #3913 2018-08-20 17:06:06 +01:00
Richard Davey
5da3c811f2 Updated beta 2018-08-20 17:04:59 +01:00
rootasjey
e2c505554a Fix JSDoc in Tilemap 2018-08-20 13:20:23 +02:00
Richard Davey
224d587928
Merge pull request #3907 from iamchristopher/feature-data-manager-changedata-prev-val
Emit previous value with DataManager's `changedata` event
2018-08-18 16:06:47 +01:00
Richard Davey
eb220df3f6
Merge pull request #3947 from padme-amidala/bugfix/3946-fix-export-for-canvas
Fixed an issue where module exports are not named correct for CanvasInterpolation and CanvasPool
2018-08-18 16:04:37 +01:00
Richard Davey
7918f0991d
Merge pull request #3937 from goldfire/goldfire-patch-1
Use correct frame name in pixel perfect hit test
2018-08-18 16:03:07 +01:00
Andre Hofmeister
68900651bf Fixed an issue where module exports are not named correct for CanvasInterpolation and CanvasPool #3946. 2018-08-18 13:30:16 +02:00
YsraelJMM
081f4188df
Resize SVG in the preload.
The third time's the charm.
this.load.svg (key, src, {width: number, height: number}).
2018-08-17 14:24:31 -05:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
YsraelJMM
fb414129f8
Resizing SVG in the preload (2)
this.load.svg(key, src, {width: number, height: number});
example: https://www.youtube.com/watch?v=Kd7pNjY-FLk
2018-08-17 13:50:23 -05:00
YsraelJMM
1816e529e1
Resizing of the SVG in the preload
One of the main qualities of SVG images, is its scalability, not being able to use this, is to reduce it to be a bit more image. An SVG file has an XML format, so it can be modified with the DOM.
In order to collaborate, I have put the option to modify the parameters of the SVG and in this way make it adaptable.
The modification gives the option of being able to choose the size in the preload to which you want to have the image before rasterizing it; And so avoid the subsequent scaling that will not have the same quality.
You can see the example here: 
https://www.youtube.com/watch?v=Kd7pNjY-FLk
tested in version 3.11 It does not interfere with the original code.
2018-08-17 12:37:35 -05:00
Chris Andrew
f46bd2cacd Fixed documentation for a Vector2 constructor parameter and its ZERO constant. 2018-08-17 00:18:26 +01:00
James Simpson
e4ccc8ec2d
Use correct frame name in pixel perfect hit test
`gameObject.frame.key` doesn't exist and was passing an undefined value to `getPixelAlpha`. This just changes it to the correct `gameObject.frame.name` value.
2018-08-16 12:23:10 -05:00
TadejZupancic
7992924aae
Wrong bounds/displayTextOrigin on BitmapText text change
updateDisplayOrigin needs current width and height, which are not recalculated if the _dirty is not set to true.
2018-08-14 12:15:59 +02:00
Aurélien DUSSAUGE
b14d920581 Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js) 2018-08-13 21:59:58 +02:00
Eirik S Korsnes
fe748e9dc7 - wrote dot-notated config properties as seperate typedefs
- add some missing properties
2018-08-12 12:19:48 +02:00
iamchristopher
9ef5fde70e Added previous value when changing value 2018-08-09 15:28:56 -04:00
Richard Davey
4bdb0de312 The Arcade Physics Body.speed property is now set whenever you set the velocity via setVelocity or setVelocityX or setVelocityY which stops the body velocity being reset to zero if useDamping is enabled. Fix #3888 2018-08-08 17:31:22 +01:00
Richard Davey
fe2ddcf934 Updated jsdocs 2018-08-08 17:03:08 +01:00
Richard Davey
764de08ff4 Camera.ignore can now take nested-arrays of Game Objects and also supports both Groups and Containers. 2018-08-08 16:46:14 +01:00
Richard Davey
84ef115c67 Remove un-used code 2018-08-08 15:01:41 +01:00
Richard Davey
25268d2a40 Recalc size on content change. 2018-08-08 15:01:29 +01:00
Richard Davey
353b7b5edd RenderTexture destroy working. Fix #3901 2018-08-08 13:56:43 +01:00
Richard Davey
66afe973af Trying mixins 2018-08-08 01:33:55 +01:00
Jonan Scheffler
7c525b00fa Correct Konami code in createCombo documentation. 2018-08-07 14:25:48 -07:00
Christian Freitag
1909d73a0e - Added initial type definitions for plugins property within game object 2018-08-07 21:38:28 +02:00
Richard Davey
3a4bfa679b Added experimental Camera to Render Texture 2018-08-07 16:27:21 +01:00
Richard Davey
65d81ec426 Formatting 2018-08-07 16:26:22 +01:00
Richard Davey
50baa268e3 addBase64 will return intance for chaining 2018-08-07 16:26:15 +01:00
Richard Davey
8573e60273 No config, no update 2018-08-07 16:25:55 +01:00
Richard Davey
8a9cfdf83b Added properties and methods to Scale Manager ready for integration 2018-08-07 16:25:45 +01:00
Richard Davey
9f98b4c438 Moved to beta 2 2018-08-07 11:20:00 +01:00
Richard Davey
2d91d4a26b You can now access the Game instance directly from a Scene using this.game 2018-08-07 11:19:20 +01:00
Richard Davey
80dcb601c7 Added bots methods 2018-08-07 04:32:26 +01:00
Richard Davey
9399f32de0 FB API calls complete 2018-08-07 03:16:48 +01:00
Richard Davey
a499345369 Leaderboard objects added 2018-08-07 01:25:32 +01:00
Richard Davey
d415e2ff7f Updated FB Plugin 2018-08-07 00:54:34 +01:00
Richard Davey
fcf5d20d7b Disable culling if layer has non-1 scroll factor #3893 2018-08-06 22:22:32 +01:00
Richard Davey
d45c1c9d97 Updating FB API 2018-08-06 17:48:58 +01:00
Richard Davey
f9e498353d Fixed lack of TempMatrix for Graphics generateTexture 2018-08-06 16:19:30 +01:00
Richard Davey
faeed47b5e eslint fixes 2018-08-06 15:32:08 +01:00
Richard Davey
e3f5590fc3 Use var to cut down on bytes 2018-08-06 15:29:36 +01:00
Richard Davey
26cc84522d The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:29:27 +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
702e738ffc When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels value to clamp the tile coordinates. 2018-08-06 14:16:36 +01:00
Richard Davey
50821c29ac Updated jsdocs 2018-08-06 13:45:56 +01:00
Richard Davey
cb6a6d2394 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-06 13:31:31 +01:00
Richard Davey
86965c28e4 The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893 2018-08-06 13:31:27 +01:00
Richard Davey
e1f554b119
Merge pull request #3894 from mikewesthad/fix-collision-end-triggering-multiple-times
Fix `collisionEnd` triggering many times in Phaser's Matter.js copy
2018-08-06 11:48:31 +01:00
Richard Davey
7eda747230
Merge pull request #3891 from FelixNemis/retrofont-line-spacing
Add lineSpacing option to RetroFont Config
2018-08-06 11:46:05 +01:00
Michael Hadley
7675615b70 Update matter copy with bug fix from liabru/matter-js@4e04043fe0 2018-08-05 21:29:49 -05:00
Richard Davey
41c9f8b1e1 Docs update 2018-08-06 00:41:34 +01:00
Charles Burnham
6a1c677677 Add lineSpacing option to RetroFont Config 2018-08-04 12:52:27 -05:00
Richard Davey
9675c269e6 Split Camera up into BaseCamera, which Camera now extends. 2018-08-04 13:05:41 +01:00
Richard Davey
4deb8e49ad eslint fixes 2018-08-03 19:37:42 +01:00
Richard Davey
6027e9ca5a Render Textures can now be cropped. Added missing jsdocs. 2018-08-03 19:30:55 +01:00
Richard Davey
d5c558b8e4 Render Texture now uses unified drawing functions 2018-08-03 19:17:39 +01:00
Richard Davey
82251cd85b Removed Matrix Stack. No longer needed. 2018-08-03 19:17:12 +01:00
Richard Davey
2ab24c49c4 Tile Sprites updated to use new internal canvas and support crop 2018-08-03 19:14:06 +01:00
Richard Davey
e91d95e107 Text updated to use proper texture frame and now supports crop 2018-08-03 19:07:12 +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