Richard Davey
0402717834
Expose new function
2020-08-03 10:49:27 +01:00
Richard Davey
6a32ff56f3
Display.Color.GetColorFromValue
is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes.
2020-08-03 10:48:52 +01:00
samme
3c239abf78
Add Display.Bounds.GetBounds()
2020-07-03 11:17:21 -07:00
Richard Davey
ff65e69cd1
Changed copyright date to 2020
2020-01-15 12:07:09 +00:00
Richard Davey
86e5f8e4bd
Merge pull request #4952 from zaniar/align-in-quickset-alias
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Make Phaser.Display.Align.In.QuickSet accepts LEFT_BOTTOM, LEFT_TOP, RIGHT_BOTTOM, and RIGHT_TOP.
2020-01-13 12:04:15 +00:00
Edwin Zaniar Putra
3714b490b1
Make Phaser.Display.Align.In.QuickSet accepts LEFT_BOTTOM, LEFT_TOP, RIGHT_BOTTOM, and RIGHT_TOP.
2020-01-12 22:06:41 +07:00
samme
e752b5dc92
Add Phaser.Actions.AlignTo() and Phaser.Display.Align.To.QuickSet()
2019-12-23 16:37:43 -08:00
Josh Soref
3abbb13de5
spelling: formula
2019-10-29 02:19:05 -04:00
Richard Davey
38fb420cc4
CanvasInterpolation
has updated the order of the CSS properties so that crisp-edges
comes after the browser prefix versions.
2019-10-01 14:43:26 +01:00
Richard Davey
f4002471d7
Updated context lost / restored handlers
2019-07-17 16:38:00 +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
Richard Davey
f792fce9cb
The default BaseShader
vertex shader will now set the fragCoord
varying to be the viewport height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
2019-05-16 17:30:30 +01:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
dc3b3ecb03
Display Types
2019-05-09 11:53:08 +01:00
Richard Davey
b22f5ce5fd
Improved jsdocs
2019-05-01 12:59:05 +01:00
Richard Davey
8ef5e9789c
Renamed from Shader to BaseShader to avoid confusion with the Shader Game Object
2019-05-01 12:58:52 +01:00
Richard Davey
08f4a0ccf4
Tidying up
2019-05-01 02:10:38 +01:00
Richard Davey
34fe7a8c50
Better default checking
2019-05-01 00:05:37 +01:00
Richard Davey
38d8ae7d68
Uniforms properly applied
2019-04-30 19:11:29 +01:00
Richard Davey
ab7dbf6c93
New Shader class
2019-04-30 17:11:42 +01:00
Richard Davey
84e898fd90
Fixed nested bitmap mask issue
2019-04-29 14:45:54 +01:00
Richard Davey
ac1cc1762d
Use new cam mask object
2019-04-29 14:28:45 +01:00
Richard Davey
6f639ddec2
Preparing to store level state
2019-04-29 13:21:23 +01:00
Richard Davey
28b1a170ab
Fixed null mask issue
2019-04-29 13:04:34 +01:00
Richard Davey
902d04d55e
Move to functions so we can call from outside the class
2019-04-26 19:14:06 +01:00
Richard Davey
93dabaa34e
Store and restore previous framebuffer
2019-04-26 19:13:55 +01:00
Richard Davey
6e70f0e19c
Shaders now work with camera masks and can have their own geometry masks
2019-04-26 01:53:34 +01:00
Richard Davey
f64d0a935b
Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
2019-04-24 16:45:31 +01:00
Richard Davey
1f0a516c77
GeometryMask.setInvertAlpha
is a new method that allows you to set the invertAlpha
property in a chainable call.
2019-04-24 15:00:16 +01:00
Richard Davey
12b6041d20
inverseAlpha support added back in and tidied up renderer
2019-04-24 14:51:39 +01:00
Richard Davey
2bd45865d4
Stack restore working. Time to try invertAlpha.
2019-04-24 14:38:24 +01:00
Richard Davey
964e5a2da5
Not sure we need the stack at all - commenting out for now
2019-04-15 23:46:50 +01:00
Richard Davey
1fc9b15ff1
Fixed Geometry Mask nesting issue.
2019-04-15 16:46:19 +01:00
Richard Davey
0bdf1cc083
Allow geometry masks to work within bitmap masks
2019-04-12 18:36:31 +01:00
Richard Davey
c26311a9e4
Update GeometryMask.js
2019-04-12 17:47:02 +01:00
Richard Davey
e7b1d086e7
Moving all of the typedefs to properly namespaced scopes, rather than globals
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\o/ ~ "Someone, save me!"
2019-02-13 12:35:12 +00:00
Richard Davey
60542a25cc
Numerous jsdoc and TS related fixes
2019-02-04 17:16:08 +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
47cd394ac5
Tidy jsdocs
2019-01-28 16:40:07 +00:00
Richard Davey
87a83d4ff8
Merge pull request #4301 from tfelix/feat-invert-geo-mask
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Adds invertAlpha flag to GeometryMask
2019-01-23 21:52:16 +00:00
Thomas Felix
e1125dfd5b
Adds invertAlpha flag to GeometryMask
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Similiar to the invertAlpha flag on Bitmap Mask this flag if set to true
will esentially invert the function of the stencil buffer: non drawn
shapes will become invisible and drawn shapes will be visible.
2019-01-16 01:04:52 +01:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +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
Richard Davey
e297b3272e
Added hundreds of new jsdoc descriptions
2018-10-01 11:35:01 +01:00
Richard Davey
c873679d97
Added hsv values, setFromHSV, udpateHSV, darken, lighten, brighten, saturate and desature methods.
2018-09-10 11:29:28 +01:00
Richard Davey
fccd58b097
The HSVToRGB
function can now take an optional out
argument, which is either a HSVColorObject
or a Color
object, and the results will be set into that object instead of creating a new one.
2018-09-10 11:22:04 +01:00
Richard Davey
664d5efc7b
The RGBToHSV
function can now take an optional out
argument, which is either a HSVColorObject
or a Color
object, and the results will be set into that object instead of creating a new one.
2018-09-10 11:21:36 +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
Richard Davey
96509e4ca4
Tidying p
2018-08-02 17:59:11 +01:00
Richard Davey
17653fcf7d
BitmapMask.destroy
will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
2018-07-09 14:26:45 +01:00
Richard Davey
63ae8a5728
Swapped to gl.KEEP for further testing
2018-07-08 22:44:55 +01:00
Richard Davey
7aa46657c2
Tidying up jsdocs and changing float to number
2018-06-26 23:19:14 +01:00
Richard Davey
15b544fc46
jsdoc fixes
2018-06-13 08:37:40 +01:00
Richard Davey
29aec01b6f
Bumping to 3.7.0
2018-05-04 18:51:02 +01:00
Richard Davey
8f2c13f4c8
CanvasPool has a new argument selfParent
which allows the canvas itself to be the parent key, used for later removal.
2018-04-23 23:39:12 +01:00
Richard Davey
ced2d34b34
BitmapMask and GeometryMask both have new destroy
methods which clear their references, freeing them for gc.
2018-04-23 00:13:04 +01:00
Richard Davey
d3d21976d3
lint fix
2018-04-17 15:59:57 +01:00
Richard Davey
549976134d
Only return 2d context
2018-04-17 15:24:07 +01:00
Richard Davey
3f722ba34a
Fixed color namespace
2018-04-16 15:25:29 +01:00
Richard Davey
c7037628e2
Fixed lint error
2018-04-09 13:48:11 +01:00
Matt Chiasson
abfd2440a0
fixed travis failure
2018-04-08 21:01:48 -04:00
Matt Chiasson
5f7d3fa4a1
closes #3520
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Phaser.Display.Canvas.CanvasPool.first now returns the available pool item instead of always returning null.
2018-04-07 17:51:51 -04:00
Felipe Alfonso
c232642a52
Parent matrix is applied to canvas context on each draw function
2018-04-04 14:05:59 -03:00
jdotrjs
562402e440
[ fixes #3482 ] HueToComponent was not correctly exporting itself
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Pretty self explanatory -- `module.export` is a typo, needed to be `exports`. Filed associated bug #3482 .
2018-03-30 16:25:59 -07:00
orblazer
b1d83188ef
Add generic type and fix types on Data and Display
2018-03-27 14:19:42 +02:00
orblazer
ed1f2a7011
Fix wrong types
2018-03-22 13:51:30 +01:00
orblazer
7fba122321
Fix "any" types
2018-03-20 17:15:49 +01:00
orblazer
37b6fc5862
Fix many multiple types
2018-03-20 15:58:02 +01:00
orblazer
4cff464555
Fix nullable types
2018-03-20 15:36:03 +01:00
orblazer
94d92910cb
Update JSDoc on Display (object types)
2018-03-19 16:22:51 +01:00
Richard Davey
876911fd32
Fixed var error
2018-03-19 13:50:23 +00:00
Richard Davey
620bcc6ae5
jsdoc fixes and additions
2018-03-19 13:45:00 +00:00
Richard Davey
a78651ab12
Removed un-used properties and fixed jsdoc types
2018-03-19 13:33:02 +00:00
orblazer
fa63a9090a
Update JSDoc on Display
2018-03-19 14:03:41 +01:00
Richard Davey
3b8da57008
jsdoc fixes
2018-03-16 17:38:15 +00:00
Richard Davey
a524dc44b0
Expose constants. Fix #3387
2018-03-16 13:29:30 +00:00
Richard Davey
33cbb067b4
Phaser.Display.Color.Interpolate would return NaN values because it was loading the wrong Linear function. Fix #3372
2018-03-12 13:41:09 +00:00
Richard Davey
edf1aa7cc1
The onContextRestored
callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368
2018-03-12 13:37:13 +00:00
Felipe Alfonso
9dbb4db4c6
Added inverted alpha to bitmap mask
2018-02-23 14:09:27 -03:00
Richard Davey
50dac412be
eslint fixes and console removal
2018-02-16 19:08:50 +00:00
Richard Davey
86f00eeb52
eslint fixes
2018-02-16 18:17:51 +00:00
Richard Davey
ae3cd50356
Fixed jsdocs
2018-02-12 21:39:26 +00:00
Richard Davey
08a968f5ec
Added jsdocs
2018-02-12 21:15:15 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
2a86400a28
Added in jsdocs
2018-01-31 13:54:44 +00:00
Richard Davey
00382bf059
Added jsdocs.
2018-01-26 02:20:33 +00:00
Richard Davey
c168daee3f
Added jsdocs.
2018-01-26 00:37:58 +00:00
Felipe Alfonso
d4f0d02745
Merge branch 'master' into rendering-cleanup
2018-01-25 15:45:15 -03:00
Felipe Alfonso
ba280c7517
BitmapMask and GeometryMask are rendering correctly
2018-01-25 15:43:19 -03:00
Richard Davey
8b8601b464
Working through color docs
2018-01-25 17:29:17 +00:00
Richard Davey
1304eab7db
Added jsdocs
2018-01-25 15:48:41 +00:00
Richard Davey
b415a19c71
Moved pixel blend modes
2018-01-25 15:48:33 +00:00
Richard Davey
cd0388a8bb
Added jsdocs
2018-01-25 14:55:31 +00:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00