Richard Davey
674966280e
Merge pull request #5320 from vforsh/master
...
Add reserve property to particle emitter config
2020-09-22 15:24:16 +01:00
Richard Davey
6ff21af807
Added start of controls
2020-09-22 12:48:32 +01:00
Richard Davey
6cf95f3548
Updated missing docs
2020-09-22 12:48:15 +01:00
Richard Davey
06b3a01d87
Added layer property
2020-09-22 12:48:03 +01:00
Richard Davey
183e68580f
Fixed dirty flag reset
2020-09-22 11:45:49 +01:00
Richard Davey
9ec300d618
Updated JSDocs
2020-09-22 11:12:40 +01:00
Richard Davey
820ea7799c
Completed JSDocs
2020-09-22 11:12:32 +01:00
Richard Davey
248d2352b6
Update the camera if dirty
2020-09-22 10:59:36 +01:00
Richard Davey
d08a6c657c
Added all documentation and dirty flag handling
2020-09-22 10:59:28 +01:00
Richard Davey
4945fc95e1
Not yet fixed, but no longer crashes build
2020-09-21 18:25:02 +01:00
Richard Davey
333945a89e
Remove Mesh Game Object and add Layer3D
2020-09-21 18:24:38 +01:00
Richard Davey
33734309f1
Clean the mesh after rendering
2020-09-21 15:57:21 +01:00
Richard Davey
989e3e6e07
Swapped to use RGB objects
2020-09-21 15:57:11 +01:00
Richard Davey
82c8ada236
Added fog, dirty refresh and preUpdate handler
2020-09-21 15:56:58 +01:00
Richard Davey
27eafe3661
New Face and Vertex typedefs
2020-09-21 15:56:21 +01:00
Vladislav Forsh
4d7301a4be
Improve types for particle emitter deathZone and emitZone
2020-09-21 12:38:29 +03:00
Vladislav Forsh
530c7a3d92
Add reserve property to particle emitter config
2020-09-21 12:06:49 +03:00
Richard Davey
99953b94b6
Merge pull request #5311 from vforsh/master
...
Add ability to use custom easing function(s) with particle emitters
2020-09-21 09:40:26 +01:00
Richard Davey
48272312ed
Merge pull request #5318 from samme/fix/getMatching
...
Fix Group#getMatching()
2020-09-21 09:34:03 +01:00
Richard Davey
78c1eb7934
Removed debug, modified signatuers, added fog
2020-09-21 00:17:58 +01:00
samme
d4059c8f6e
Fix Group#getMatching
2020-09-19 10:10:25 -07:00
Richard Davey
374cc84be8
Now the pipeline does it all
2020-09-18 17:52:41 +01:00
Richard Davey
561a1b54a2
Handle vertex normals too
2020-09-18 17:52:30 +01:00
Richard Davey
640ce49d93
Update MeshCamera.js
2020-09-18 17:52:20 +01:00
Richard Davey
6e62ada207
Created new MeshLight class
2020-09-18 17:52:15 +01:00
Richard Davey
5b8e490c7e
Flush during render so we can have models with more vertices than the batch allows
2020-09-17 18:08:25 +01:00
Richard Davey
5ff9894925
MeshCamera now supports orbit and pan modes
2020-09-17 18:08:07 +01:00
Richard Davey
6ce58ed73b
Let them define the orientation
2020-09-17 10:08:15 +01:00
Richard Davey
c5412df09e
Fix docs
2020-09-16 17:48:56 +01:00
Richard Davey
8085952507
Expose MeshCamera
2020-09-16 17:35:54 +01:00
Richard Davey
c306229478
Final JSDocs
2020-09-16 17:33:17 +01:00
Richard Davey
1d0b5cc6a9
Added Size component
2020-09-16 17:15:37 +01:00
Richard Davey
a38166ce2b
Now allows a texture per model, not mesh
2020-09-16 16:39:06 +01:00
Richard Davey
851775ae19
New MeshCamera class
2020-09-16 16:38:39 +01:00
Richard Davey
8ff008b740
Removed un-used components, refactored method names and added MeshCamera
2020-09-16 16:38:32 +01:00
Richard Davey
da6a300474
Iterates and renders the new models array
2020-09-16 13:51:39 +01:00
Richard Davey
4f7442ee96
Moving all dependencies to the Model object
2020-09-16 13:51:30 +01:00
Richard Davey
a96d380933
Created new Geom.Mesh
namespace for all of the Mesh related functions and classes
2020-09-16 13:50:36 +01:00
Vladislav Forsh
8fd4754b03
Add ability to use custom easing function(s) with particle emitters
2020-09-16 12:43:38 +03:00
Richard Davey
45412157c2
Added JSDocs
2020-09-16 09:50:24 +01:00
Richard Davey
b74928b2f8
Added hideCCW
, addOBJ
, addModel
, sortByDepth
, rotateX
, rotateY
, rotateZ
, depthSort
, addVertex
and addFace
methods.
2020-09-15 18:09:19 +01:00
Richard Davey
431eb69b42
Much cleaner rendering function, skipping invalid faces
2020-09-15 18:07:51 +01:00
Richard Davey
3e133c900a
New method signature order
2020-09-15 18:07:24 +01:00
Richard Davey
a2a199818e
Added contains
and isCounterClockwise
methods and depth
property
2020-09-15 18:07:14 +01:00
Richard Davey
229d27dc9e
Updated docs and added load
method
2020-09-15 18:06:48 +01:00
Richard Davey
d8a8aa8448
Added clearVertices
and renamed to addVertices
so you can append on more verts post-creation
2020-09-15 11:57:44 +01:00
Richard Davey
b763fa0f18
The Mesh now renders by iterating through the Faces array, not the vertices. This allows you to use Array methods such as BringToTop
to reposition a Face, thus changing the drawing order without having to repopulate all of the vertices.
2020-09-15 11:57:22 +01:00
Richard Davey
92982d810b
Added ability to get InCenter. translate and rotate Face
2020-09-14 17:35:06 +01:00
Richard Davey
52d5b00fe5
Added setPosition
and translate
methods
2020-09-14 17:34:47 +01:00
Richard Davey
6a966e3f3b
Removed interpolationPercentage
parameter from all render methods, as it has never been used.
2020-09-14 15:33:58 +01:00
Richard Davey
83f8f007d1
Now uses GetCalcMatrix
2020-09-14 15:22:16 +01:00
Richard Davey
1057ead114
Dump all of the old mega arrays and replace with an array of Vertex instances.
2020-09-14 15:09:34 +01:00
Richard Davey
36a33745b6
Expose Vertex and Face
2020-09-14 15:09:12 +01:00
Richard Davey
6a3ce21702
GameObject.Face
is a new micro class that consists of references to the three Vertex
instances that construct the single Face.
2020-09-14 15:08:36 +01:00
Richard Davey
8fc969088c
GameObject.Vertex
is a new micro class that encapsulates all of the data required for a single vertex, such as position, uv, color and alpha. This class is now created internally by the Mesh Game Object.
2020-09-14 15:08:25 +01:00
Richard Davey
87c8e75ece
Updated JSDocs
2020-09-14 15:02:21 +01:00
Richard Davey
951457c881
As a result of the change to the shader, all uses of the WebGL Util function getTintAppendFloatAlphaAndSwap
have been replaced with getTintAppendFloatAlpha
instead.
2020-09-14 15:02:13 +01:00
Richard Davey
194257d199
Create GetCalcMatrixResults.js
2020-09-14 15:01:45 +01:00
Richard Davey
8d25510b61
GameObjects.GetCalcMatrix
is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText
(Static and Dynamic), Graphics
, Mesh
, Rope
, Shader
, Arc
, Curve
, Ellipse
, Grid
, IsoBox
, IsoTriangle
, Line
, Polygon
, Rectangle
, Star
and Triangle
. This dramatically reduces the amount of duplicate code across the API.
2020-09-14 15:01:40 +01:00
Richard Davey
81b63cdf20
The Rope.tintFill
property is now a boolean, not an integer, and can no longer take 2
as a value for a complete fill. Instead, you should provide a solid color texture with no alpha.
2020-09-14 11:12:41 +01:00
Richard Davey
e5ce83aebd
New direct tint value
2020-09-14 11:06:16 +01:00
Richard Davey
4ade25fc79
No longer read private values for tint
...
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
6d09f1fe40
Refactored Tint component
...
* `Tint.tintTopLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTL` which has now been removed.
* `Tint.tintTopRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTR` which has now been removed.
* `Tint.tintBottomLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBL` which has now been removed.
* `Tint.tintBottomRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBR` which has now been removed.
* The property `Tint._isTinted` has been removed as it's no longer required.
2020-09-14 10:59:32 +01:00
Richard Davey
25b5c2d1d1
Loads of new Mesh updates
...
* `Mesh.setVertices` is a new method that allows you to set the verts of a Mesh Game Object from the given parameters. This allows you to modify a mesh post-creation, or populate it with data at a later stage.
* The Mesh constructor signature has changed to `scene, x, y, vertices, uvs, indicies, colors, alphas, texture, frame`, where `indicies` is the new parameter added to the list. It allows you to provide indexed vertex data to create the Mesh from, where the `indicies` array holds the vertex index information. The final list of vertices is built from this index along with the provided vertices and uvs arrays.
* You can now supply just a single numerical value as the `color` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the color for all vertices created.
* You can now supply just a single numerical value as the `alpha` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the alpha for all vertices created.
* The `Mesh` Game Object now extends the `SingleAlpha` component and the alpha value is factored into the final alpha value per vertex during rendering. This means you can now set the whole alpha across the Mesh using the standard `setAlpha` methods. But, if you wish to, you can still control the alpha on a per-vertex basis as well.
* The `Mesh` Game Object now has the Animation State Component. This allows you to create and play animations across the texture of a Mesh, something that previously wasn't possible. As a result, the Mesh now adds itself to the Update List when added to a Scene.
* `Mesh.setDebug` is a new method that allows you to render a debug visualisation of the Mesh vertices to a Graphics Game Object. You can provide your own Graphics instance and optionally callback that is invoked during rendering. This allows you to easily visualise the vertices of your Mesh to help debug UV mapping.
* `Mesh.debugGraphic` is a new property that holds the debug Graphics instance reference.
* `Mesh.debugCallback` is a new property that holds the debug render callback.
* `Mesh.renderDebugVerts` is a new method that acts as the default render callback for `setDebug` if none is provided.
* `Mesh.preDestroy` is a new method that will clean-up the Mesh arrays and debug references on destruction.
2020-09-13 23:11:04 +01:00
Richard Davey
3fd52ecdd3
Added debug draw
2020-09-13 17:16:17 +01:00
Richard Davey
c76b084f2e
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-13 15:17:13 +01:00
Richard Davey
cd0a27acfa
Fix #5308
2020-09-13 15:17:07 +01:00
Rex
0cb806c11e
Fix add.existing bug
...
Add game object to updateList if it dose not add to displayList.
( Group game object dose not have `renderCanvas` or `renderWebGL` method)
2020-09-13 17:05:55 +08:00
Richard Davey
d6f5aabb7e
The TextStyle.resolution
property is no longer read from the Game Config. You can still set it via the Text Style config to a value other than 1, but it will default to this now.
2020-09-12 11:55:06 +01:00
Richard Davey
0acdf4373f
Formatting update
2020-09-12 11:53:36 +01:00
Richard Davey
5d4fe0a466
Fixed a few linting errors
2020-09-12 10:34:57 +01:00
Richard Davey
36cf9c456a
Merge pull request #5270 from rexrainbow/text-measureText
...
Get ascent and descent from context.measureText method
2020-09-12 10:30:19 +01:00
samme
ad0c5ad5db
Docs: since
2020-09-11 10:01:43 -07:00
samme
f05129f30c
Add Transform#copyPosition
...
Needs JSDoc types for Vector3Like, Vector4Like
2020-09-11 09:44:31 -07:00
Richard Davey
00b799db23
Use Event const, not string.
2020-09-11 12:23:33 +01:00
Richard Davey
3969d6e45a
Updated JSDocs to cover situation in #3858
2020-09-11 10:08:22 +01:00
Rex
f513f5bf31
Remove duplicated code
...
Adding game object to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
2020-09-10 23:44:21 +08:00
Richard Davey
e450bf2f1f
Swap to using constants for pipeline names
2020-09-09 13:05:18 +01:00
Richard Davey
d198818d80
Game Objects now call the new Pipeline Manager methods directly
2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8
JSDoc fix
2020-09-09 13:05:17 +01:00
Richard Davey
bd56b0bd59
Updated JSDocs
2020-09-08 12:17:45 +01:00
Richard Davey
cdd612a273
AnimationState has moved namespace to keep things logically together
2020-09-08 09:31:59 +01:00
Richard Davey
98dc69ed23
Added in support for blending animations with addMix
, getMix
and removeMix
.
2020-09-07 15:33:57 +01:00
Richard Davey
438fe3c0d1
No Update unless playing
2020-09-07 14:50:33 +01:00
Rex
a9e6604eb2
Support IE
...
IE and Firefox for Android do not have actualBoundingBoxAscent and actualBoundingBoxDescent properties.
Use origin solution to get ascent and descent.
2020-09-07 21:36:27 +08:00
Richard Davey
94298efc4d
Because do/while loops are quite dangerous
2020-09-07 11:54:08 +01:00
Richard Davey
ec06e79b26
Catch stops
2020-09-07 11:52:37 +01:00
Richard Davey
2b374c7e14
AnimationState.skipMissedFrames
is now used when playing an animation, allowing you to create animations that run at frame rates far exceeding the refresh rate, or that will update to the correct frame should the game lag. Close #4232
2020-09-07 11:32:55 +01:00
Richard Davey
24beb01963
Update AnimationState.js
2020-09-07 10:26:16 +01:00
Richard Davey
ad4f0ce0c4
Updated docs
2020-09-05 12:01:11 +01:00
Richard Davey
2cabbbd504
Renamed to AnimationState
for clarity.
2020-09-05 11:45:00 +01:00
Richard Davey
b0872c188a
The Component.Animation.updateFrame
method has now been removed. Everything is handled by setCurrentFrame
instead, which removes one extra step out of the update process.
2020-09-05 11:12:52 +01:00
Richard Davey
af0f207cbb
Update BuildGameObjectAnimation.js
2020-09-04 17:16:51 +01:00
Richard Davey
a2d395661c
GameObjects.Shape.Grid
would render a white fill even if you passed undefined
as the fill color in the constructor. It now doesn't render cells if no fill color is given.
2020-09-04 15:29:22 +01:00
Richard Davey
89332aad5f
You can now create Animations directly on Sprite
...
* `Component.Animation.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
* All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
* `Component.Animation.remove` is a new method that will remove a locally stored Animation instance from a Sprite.
* `Component.Animation.get` is a new method that will return a locally stored Animation instance from the Sprite.
* `Component.Animation.exists` is a new method that will check if a locally stored Animation exists on the Sprite.
* The internal `Component.Animation.remove` method has been renamed to `globalRemove`.
* `Component.Animation.textureManager` is a new property that references the global Texture Manager.
* `Component.Animation.anims` is a new property that contains locally created Animations in a Custom Map.
2020-09-04 14:03:57 +01:00
Richard Davey
cee9ca00eb
Improved docs
2020-09-04 13:58:34 +01:00
Richard Davey
cebd1d0101
Tidy up order
2020-09-04 11:52:19 +01:00
Richard Davey
858ae68841
Removed startFrame
, chain can take arrays, delayedPlay
rename, playAfterRepeat
method and playAfterDelay
method.
2020-09-04 11:49:16 +01:00
Richard Davey
afef6da59c
Exposed all of the new animation methods on a Sprite level
2020-09-04 11:48:17 +01:00
Richard Davey
1515357039
Lots of updates (see full description)
...
* `Component.Animation.timeScale` is a new public property that replaces the old private `_timeScale` property.
* `Component.Animation.delay` is a new public property that replaces the old private `_delay` property.
* `Component.Animation.repeat` is a new public property that replaces the old private `_repeat` property.
* `Component.Animation.repeatDelay` is a new public property that replaces the old private `_repeatDelay` property.
* `Component.Animation.yoyo` is a new public property that replaces the old private `_yoyo` property.
* `Component.Animation.inReverse` is a new public property that replaces the old private `_reverse` property.
* `Component.Animation.startAnimation` is a new public method that replaces the old private `_startAnimation` method.
* The `Component.Animation.getProgress` method has been fixed so it will return correctly if the animation is playing in reverse.
* The `Component.Animation.remove` method will now always be called when an animation is removed, not just once.
* The `Component.Animation.getRepeat` method has now been removed. You can get the value from the `repeat` property.
* The `Component.Animation.setRepeatDelay` method has now been removed. You can set the value using the `repeatDelay` config property, or changing it at run-time.
* `Component.Animation.complete` is a new method that handles the completion in animation playback.
* The `Component.Animation.setTimeScale` method has now been removed. You can set the value using the `timeScale` config property, or changing it at run-time.
* The `Component.Animation.getTimeScale` method has now been removed. You can read the value using the `timeScale` property.
* The `Component.Animation.getTotalFrames` method has been fixed and won't error if called when no animation is loaded.
* The `Component.Animation.setYoyo` method has now been removed. You can set the value using the `yoyo` config property, or changing it at run-time.
* The `Component.Animation.getYoyo` method has now been removed. You can read the value using the `yoyo` property.
2020-09-03 17:56:22 +01:00
Richard Davey
b4b5338f28
Added playReverse
, delayedPlay
and stop
methods and better docs.
2020-09-03 17:38:36 +01:00
Richard Davey
33cc87121c
The BuildGameObjectAnimation
function now uses the PlayAnimationConfig
object to set the values.
2020-09-03 17:37:21 +01:00
Richard Davey
b9e5f3e9bc
GroupCreateConfig
, which is used when calling Group.createMultiple
or Group.createFromConfig
, can now accept the following new properties: setOrigin: { x, y, stepX, stepY }
which are applied to the items created by the Group.
2020-09-03 17:36:05 +01:00
Richard Davey
070fc70fe7
Lint fix
2020-09-02 18:07:21 +01:00
Richard Davey
e01f310d16
Added new properties, support for config playback and better delayed handling
2020-09-02 17:56:09 +01:00
Richard Davey
90fbb0f13d
Updated jsdocs for play
to show it can take the new config
2020-09-02 17:41:43 +01:00
Richard Davey
ace0ee7bab
Fixed JSDoc event names
2020-09-02 12:34:58 +01:00
Richard Davey
8f8a90bedd
Utils.Array.StableSort
has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace
function has been removed, just call StableSort(array)
directly now. All classes that used StableSort.inplace
have been updated to call it directly.
2020-09-02 12:24:27 +01:00
Richard Davey
d2cc809fdb
Exported functions to namespace
2020-09-01 18:56:01 +01:00
Richard Davey
da3f9b22c3
Exposed on the main API namespace
2020-09-01 18:38:57 +01:00
Richard Davey
302a49863b
Improved jsdocs
2020-09-01 18:38:44 +01:00
Richard Davey
5b96ade1c7
Types.GameObjects.Text.GetTextSizeObject
2020-09-01 18:38:35 +01:00
Richard Davey
18cdb5e618
The Animation.play
and playReverse
methods have a new optional parameter timeScale
. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963
2020-09-01 17:00:16 +01:00
Richard Davey
9451ac0285
Group.getMatching
is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true)
2020-08-29 11:00:55 +01:00
Richard Davey
0bbe67dafd
When using the GameObjectCreator
for Containers
you can now specify the children
property in the configuration object.
2020-08-25 15:51:11 +01:00
Richard Davey
7e572c3577
Improves JSDocs
2020-08-25 09:54:09 +01:00
Richard Davey
157be83f7c
The Container
will now test to see if any Game Object added to it is already on the display list, or not, and emit its ADDED and REMOVED events accordingly. Fix #5267 #3876
2020-08-24 19:26:19 +01:00
Richard Davey
3bd91ea3de
Update ParticleManagerCreator.js
2020-08-24 19:24:11 +01:00
Richard Davey
a9072cadf2
Sprite
, Rope
, ParticleEmitterManager
, Extern
and DOMElement
now all override the addedToScene
and removedFromScene
callbacks to handle further set-up tasks.
2020-08-24 19:24:02 +01:00
Richard Davey
f4259deb37
DOMElementFactory
, ExternFactory
, ParticleManagerFactor
, RopeFactory
and SpriteFactory
all no longer add the objects to the Update List, this is now handled by the ADDED events instead.
2020-08-24 19:22:58 +01:00
Richard Davey
7b83d31cae
The Update List
now uses the new checkQueue
property to ensure no duplicate objects are on the active list.
2020-08-24 19:21:35 +01:00
Richard Davey
19c4980c5b
GameObjectFactory.events
is a new property that references the Scene's Event Emitter. This is now used internally.
2020-08-24 19:20:20 +01:00
Richard Davey
0b9dd4aae7
GameObjectCreator.events
is a new property that references the Scene's Event Emitter. This is now used internally.
2020-08-24 19:19:19 +01:00
Richard Davey
671c92e450
Added addedToScene
and removedFromScene
methods
...
* `GameObject.addedToScene` is a new method that custom Game Objects can use to perform additional set-up when a Game Object is added to a Scene. For example, Sprite uses this to add itself to the Update List.
* `GameObject.removedFromScene` is a new method that custom Game Objects can use to perform additional tear-down when a Game Object is removed from a Scene. For example, Sprite uses this to remove themselves from the Update List.
* Game Objects no longer automatically remove themselves from the Update List during `preDestroy`. This should be handled directly in the `removedFromScene` method now.
2020-08-24 19:18:29 +01:00
Richard Davey
bc93416ec7
Added events property and new add and remove callbacks
...
* `DisplayList.events` is a new property that references the Scene's Event Emitter. This is now used internally.
* `DisplayList.addChildCallback` is a new method that overrides the List callback and fires the new ADDED events.
* `DisplayList.removeChildCallback` is a new method that overrides the List callback and fires the new REMOVED events.
2020-08-24 19:15:53 +01:00
Richard Davey
ae4ed0ac54
Expose the new events
2020-08-24 19:13:18 +01:00
Richard Davey
98cd70cd6c
GameObjects.Events.REMOVED_FROM_SCENE
is a new event, emitted by a Game Object, when it is removed from a Scene, or a Container that is part of the Scene.
2020-08-24 19:11:22 +01:00
Richard Davey
ef91518da5
GameObjects.Events.ADDED_TO_SCENE
is a new event, emitted by a Game Object, when it is added to a Scene, or a Container that is part of the Scene.
2020-08-24 19:10:50 +01:00
Richard Davey
1766f66984
Update JSDocs
2020-08-24 14:58:24 +01:00
Richard Davey
0dd07333af
Updated to use MultiPipeline
2020-08-21 16:14:59 +01:00
Rex
29e317db39
Get ascent and descent from context.measureText method
...
Get ascent and descent from context.measureText method instead of scanning image data.
2020-08-21 10:42:24 +08:00
Richard Davey
ed33253fb1
Merge pull request #5235 from mk360/text-padding
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[types] allow Text#setPadding to receive an object
2020-08-20 10:04:35 +01:00
Richard Davey
c98a43c9d4
Merge pull request #5258 from khasanovbi/font
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Allow to pass font in TextStyle
2020-08-20 10:03:02 +01:00
Richard Davey
ab605eed78
Remove false import
2020-08-19 13:19:07 +01:00
Richard Davey
b1b8a74cf9
RenderTexture.fill
would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly.
2020-08-19 13:14:36 +01:00
mk360
748e699d43
update setPadding jsdoc
2020-08-10 08:21:26 +03:00
Bulat Khasanov
8e1b5e757d
Allow to pass font in TextStyle
2020-08-09 23:34:31 +03:00
Richard Davey
e77639561b
Use charIndex, not i
2020-08-06 17:06:10 +01:00
Richard Davey
6aaf54e8a7
Don't add frame if empty
2020-08-05 14:15:01 +01:00
Richard Davey
96a64eae4e
ParseXMLBitmapFont
has a new optional parameter texture
. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser.
2020-08-05 12:46:28 +01:00
Richard Davey
a2c9c3cef6
Fix char right adjustment
2020-08-05 11:48:25 +01:00
Richard Davey
00e5c5fe0f
Update BitmapTextSize.js
2020-08-04 11:25:10 +01:00
Richard Davey
ee01d36918
Update BitmapTextCharacter.js
2020-08-04 11:25:07 +01:00
Richard Davey
1db3ba72f8
Cache shadow values
2020-08-04 11:25:03 +01:00
Richard Davey
50dcc624df
Get Character using char top, right and bottom
2020-08-04 11:24:56 +01:00
Richard Davey
1ae0cfc619
Include char top, right and bottom values
2020-08-04 11:24:43 +01:00
samme
981a4b1a0a
Rename all setInteractive() arguments, and docs
2020-08-03 13:33:30 -07:00
Richard Davey
111a4e1ce2
Calling Rectangle.setSize()
wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change.
2020-08-03 17:54:29 +01:00
Richard Davey
47a62cd30c
If you apply setSize
to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653
2020-08-03 11:33:41 +01:00
Richard Davey
2f574070d5
Setting the color
value in the DynamicBitmapText.setDisplayCallback
would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225
2020-08-03 10:53:27 +01:00
Richard Davey
ec845ce015
Use GetColorFromValue
2020-08-03 10:49:05 +01:00
Richard Davey
0266c7f0a2
Updated docs #5231
2020-08-03 10:37:01 +01:00
Richard Davey
da05cfa1ad
Merge pull request #5244 from 16patsle/Fix_Text_types
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Fix types for Text, TextFactory and TextCreator
2020-08-03 10:20:40 +01:00
Richard Davey
c9330fd469
Merge pull request #5241 from samme/docs/add-existing
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Docs: generic return for add.existing()
2020-08-03 10:19:42 +01:00
Patrick Sletvold
edf0c17703
Use TextPadding type in Text game object
2020-08-01 13:35:02 +02:00
Patrick Sletvold
87e8eba213
Correctly type style in TextFactory
2020-08-01 13:34:37 +02:00
Patrick Sletvold
a525e43dcf
Add TextConfig type for TextCreator
2020-08-01 13:34:07 +02:00
Richard Davey
42d6456993
Encode dropshadow color
2020-08-01 11:24:26 +01:00
Richard Davey
959645d1f0
Always render drop shadow behind text
2020-08-01 11:24:15 +01:00
Richard Davey
22e8d22e3f
BitmapText.setWordTint
is a new method that allows you to set a tint color (either additive, or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint.
2020-07-31 18:36:27 +01:00
Richard Davey
b9407967e3
If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn
.
2020-07-31 18:00:31 +01:00
Richard Davey
79e985dd93
Updated docs
2020-07-31 17:09:40 +01:00
Richard Davey
c0109c1ec9
BatchChar
is a new internal private function for batching a single character of a Bitmap Text to the pipeline.
2020-07-31 16:54:29 +01:00
Richard Davey
2e378b68d1
Apply the dropShadow
2020-07-31 16:39:21 +01:00
Richard Davey
c228dd596a
BitmapText.setDropShadow
is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow.
2020-07-31 16:39:05 +01:00
Richard Davey
aac2276692
BitmapText.preDestroy
is a new method that will tidy-up all of the BitmapText data during object destruction.
2020-07-31 16:22:53 +01:00
Richard Davey
7ce39b991c
Removed un-used properties
2020-07-31 16:17:36 +01:00
Richard Davey
9419606f12
BitmapText.setCharacterTint
is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color.
2020-07-31 16:17:23 +01:00
Richard Davey
fc6e7ef759
Removed un-used properties
2020-07-31 15:46:05 +01:00
Richard Davey
2ef28cd0e4
Added getXRound
and getYRound
2020-07-31 15:45:55 +01:00
Richard Davey
4baa0522b9
Bumping to 3.50
2020-07-31 13:41:29 +01:00
Richard Davey
d16d8dc9ce
BitmapTextWebGLRenderer
has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize
. This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates.
2020-07-31 13:39:49 +01:00
Richard Davey
49682e744d
Update BitmapText.js
2020-07-31 13:34:50 +01:00
Richard Davey
72654e04d3
Fixed bounds sizes
2020-07-31 13:34:28 +01:00
Richard Davey
c166976fcc
Update BitmapTextCharacter.js
2020-07-31 12:06:57 +01:00
Richard Davey
a4577e2135
The GetBitmapTextSize
function has a new boolean parameter updateOrigin
, which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations.
2020-07-31 12:06:45 +01:00
Richard Davey
a682b83b7c
BitmapText.getCharacterAt
is a new method that will return the character data from the BitmapText at the given x
and y
corodinates. The character data includes the code, position, dimensions and glyph information.
2020-07-31 11:36:48 +01:00
Richard Davey
e195aac919
ParseXMLBitmapFont
will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes.
2020-07-31 11:32:37 +01:00
Richard Davey
0385d108a8
Transform.getLocalPoint
is a new method, available on all Game Objects, that takes an x
/ y
pair and translates them into the local space of the Game Object, factoring in parent transforms and display origins.
2020-07-31 10:28:09 +01:00
Richard Davey
214b383fcd
Use correct scale and added start of getCharacterAt method
2020-07-30 23:59:06 +01:00
Richard Davey
a39bcfe69a
Always return chars
2020-07-30 22:38:06 +01:00
Richard Davey
a678f723c6
Always calculate includeChars
2020-07-30 22:37:34 +01:00
Richard Davey
1579069c50
Pixel accurate character data
2020-07-30 18:24:04 +01:00
Richard Davey
eef67b6c11
Update BitmapTextWebGLRenderer.js
2020-07-30 18:23:50 +01:00
Richard Davey
77feb773fd
Fixed descriptions
2020-07-30 18:23:45 +01:00
Richard Davey
b108cd03f0
Fix call to GetBitmapTextSize
2020-07-30 15:43:43 +01:00
Richard Davey
408a545aac
BitmapTextWord
, BitmapTextCharacter
and BitmapTextLines
are three new type defs that are now part of the BitmapTextSize
config object, as returned by getTextBounds
. This improves the TypeScript defs and JS Docs for this object.
2020-07-30 15:24:49 +01:00
Richard Davey
286be7df49
The GetBitmapTextSize
and BitmapText.getTextBounds
functions have a new boolean parameter includeChars
. When set to true
it will include a characters
array in the returned bounds object that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character of the object was clicked.
2020-07-30 15:14:25 +01:00
Richard Davey
cc3d3f7da3
The GetBitmapTextSize
function used Math.round
on the values, if the round
parameter was true
, which didn't create integers. It now uses Math.ceil
instead to give integer results.
2020-07-30 14:47:31 +01:00
Richard Davey
841389628e
The BitmapText.getTextBounds
method was being called every frame, even if the bounds didn't change, potentially costing a lot of CPU depending on the text length and quantity of them. It now only updates the bounds if they change.
2020-07-30 14:46:32 +01:00
samme
f653a51cc0
Docs: generic return for add.existing()
2020-07-29 12:19:09 -07:00
mk360
a7371b9a85
[types] allow Text#setPadding to receive an object
2020-07-24 18:48:17 +03:00
Richard Davey
b51a40c1a1
Update RenderTexture.js
2020-07-23 17:01:37 +01:00
Richard Davey
bb3b67c16f
Update RenderTextureWebGLRenderer.js
2020-07-23 17:01:25 +01:00
Richard Davey
9607ce89c7
Update RenderTextureWebGLRenderer.js
2020-07-23 16:22:46 +01:00
Richard Davey
9b278554d3
RenderTexture.resize
(which is called from setSize
) wouldn't correctly set the TextureSource.glTexture
property, leading to bindTexture: attempt to use a deleted object
errors under WebGL.
2020-07-23 16:22:38 +01:00
Richard Davey
27426dd0b6
Testing RenderTextures (currently broken, will fix next week)
2020-07-17 18:08:39 +01:00
Richard Davey
0ff08a2994
Update RopeWebGLRenderer.js
2020-07-17 17:07:34 +01:00
Richard Davey
1eb3464f30
Use multi-texturing
2020-07-17 17:05:05 +01:00
Richard Davey
97f601f378
LightsManager.cull
now takes the viewport height from the renderer instead of the game config
2020-07-16 17:42:58 +01:00