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
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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
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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
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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
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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
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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
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Fix Arcade.World#disable
2018-08-23 11:40:35 +01:00
Richard Davey
b7c74a0ddf
Merge pull request #3970 from samme/docs/addLight
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Correct LightsManager#addLight docs
2018-08-23 11:39:53 +01:00
samme
fb23367c63
Fix Arcade.World#disable
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It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
samme
408b2df350
Correct LightsManager#addLight docs
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All arguments are optional
2018-08-22 13:07:41 -07:00
samme
b241315fa1
Correct Structs.Set#iterate docs
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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)
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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
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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
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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
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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
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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
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Add AnimationManager.generateFrameNumbers documentation
2018-08-20 18:31:35 +01:00
Richard Davey
6efb88b24b
Merge pull request #3900 from thejonanshow/upgrade_konami_code
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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)
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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
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`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
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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
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- 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
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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
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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