Richard Davey
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2df27a4db8
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Resolution adjust
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2018-09-04 15:13:48 +01:00 |
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Richard Davey
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ecf952ef77
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Removed component code
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2018-09-04 15:13:32 +01:00 |
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Richard Davey
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382d6ae687
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Updated log
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2018-09-04 14:12:51 +01:00 |
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Richard Davey
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89967af66b
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Fixed Camera input resolution
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2018-09-04 14:04:48 +01:00 |
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Richard Davey
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a103b0e6a6
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Fixed FB Plugin paths to avoid build errors if plugin is enabled.
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2018-09-04 12:35:23 +01:00 |
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Richard Davey
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a6e650f26f
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Merge pull request #4006 from samme/docs/arcade-image-body
Correct types for ArcadeImage#body, ArcadeSprite#body
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2018-09-04 12:23:26 +01:00 |
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Richard Davey
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7c55e65543
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Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987
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2018-09-04 12:16:24 +01:00 |
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Richard Davey
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3d989e136f
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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
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2018-09-04 12:12:51 +01:00 |
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Richard Davey
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0399ca178e
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-09-03 13:13:52 +01:00 |
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Richard Davey
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a1610fd9d7
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Log updated
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2018-09-03 13:13:37 +01:00 |
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Richard Davey
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b19449f518
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-09-03 13:12:41 +01:00 |
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Richard Davey
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78ffd41704
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More specific includes
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2018-09-03 13:12:37 +01:00 |
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samme
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c0e141513c
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Correct types for ArcadeImage#body, ArcadeSprite#body
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2018-09-02 14:45:39 -07:00 |
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Richard Davey
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cc90c6756b
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Merge pull request #4001 from khaleb85/master
Fixed animation playReverse with yoyo flag
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2018-09-01 17:45:31 +01:00 |
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Shukizu
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96c7a4830c
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fixed playReverse with repeat bigger than 1 #3837
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2018-09-01 12:40:26 -03:00 |
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Shukizu
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a1bb80997e
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fixed play in yoyo mode, bug found by @Ben-Millions #3837
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2018-09-01 10:48:23 -03:00 |
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Richard Davey
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a2dc7929dc
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Updated log
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2018-09-01 10:22:03 +01:00 |
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Richard Davey
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2c4f0d0d68
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Added missing jsdocs for #3996
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2018-09-01 10:19:38 +01:00 |
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Richard Davey
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ec412b2d89
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Merge pull request #3996 from iamchristopher/feature-polygon-get-points
Adds Polygon.Perimeter and Polygon.GetPoints
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2018-09-01 10:17:50 +01:00 |
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Richard Davey
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00a31d2d88
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Updated docs. Close #3997
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2018-09-01 10:14:22 +01:00 |
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Richard Davey
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d586483dc3
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-09-01 01:48:30 +01:00 |
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Richard Davey
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cdd75f85a2
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Updated log
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2018-09-01 01:47:00 +01:00 |
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iamchristopher
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0a96bf356b
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Added Polygon.GetPoints
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2018-08-31 20:30:36 -04:00 |
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iamchristopher
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a1335d3cc0
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Added Polygon.Perimeter
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2018-08-31 20:21:34 -04:00 |
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Richard Davey
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0a4fc5b026
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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.
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2018-08-31 18:45:50 +01:00 |
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Richard Davey
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55003641d2
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Clamp scissor
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2018-08-31 18:19:31 +01:00 |
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Richard Davey
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b317dc3d30
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Set autoResize to true for now. Fix #3928
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2018-08-31 18:19:25 +01:00 |
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Richard Davey
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0b95ed0478
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Fixed scissors when using a small cam with render texture
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2018-08-31 16:25:04 +01:00 |
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Richard Davey
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79b4f07530
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Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional)
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2018-08-31 14:40:12 +01:00 |
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Richard Davey
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5270b463d0
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Removed visible check as it's no longer needed
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2018-08-31 14:39:38 +01:00 |
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Richard Davey
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4794909e44
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-08-31 13:27:28 +01:00 |
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Richard Davey
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ecae9d0503
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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
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2018-08-31 13:27:24 +01:00 |
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Richard Davey
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751f362822
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Merge pull request #3990 from dhruvyad/master
Fixed addKeys(string) whitespace issue
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2018-08-31 12:16:48 +01:00 |
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Dhruv Yadav
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0fd6d9d7dc
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Fixed a trailing spaces issue from the addKey(string) whitespace update
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2018-08-30 21:58:54 +05:30 |
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Dhruv Yadav
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75319233f2
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Styling updates for addKey(string) whitespace fix
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2018-08-30 21:53:19 +05:30 |
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Dhruv Yadav
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f29892b73f
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Fixed addKeys(string) whitespace issue
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2018-08-30 21:36:36 +05:30 |
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Richard Davey
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1f859208ea
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Updated log
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2018-08-29 16:35:18 +01:00 |
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Richard Davey
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14d3f6b35c
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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
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2018-08-29 16:35:13 +01:00 |
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Richard Davey
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00b9da47d5
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Updated log
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2018-08-29 16:12:05 +01:00 |
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Richard Davey
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e4a7977bb9
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The Transform Matrix has a new method applyInverse which will take an x/y position and inverse translate it through the current matrix.
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2018-08-29 16:11:59 +01:00 |
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Richard Davey
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91f7e27ae8
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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
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2018-08-29 16:10:48 +01:00 |
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Richard Davey
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0c4de357cf
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The Input Manager has gained a new private property _tempMatrix2 . This is used internally in the hitTest checks to avoid constant matrix creation.
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2018-08-29 16:08:04 +01:00 |
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Richard Davey
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3469ff2cfd
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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.
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2018-08-29 16:07:07 +01:00 |
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Richard Davey
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2c525845be
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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.
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2018-08-29 16:06:13 +01:00 |
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Richard Davey
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5c091f4ff9
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-08-29 11:57:33 +01:00 |
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Richard Davey
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7041bd99ec
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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
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2018-08-29 11:57:30 +01:00 |
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Richard Davey
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2e421b4349
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Merge pull request #3981 from hypertrifle/master
Updated @param notation that cause issues generating docs
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2018-08-29 11:18:22 +01:00 |
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Richard Davey
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c302cd6f4e
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Merge pull request #3982 from spontoreau/master
Add CursorKeys type to Phaser.Input.Keyboard namespace
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2018-08-29 11:17:12 +01:00 |
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spontoreau
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e922f378f4
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Add CursorKeys type to Phaser.Input.Keyboard namespace
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2018-08-26 22:28:21 +02:00 |
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hypertrifle
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37da44f9c9
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Updated @param notation that cause issues generating docs
there was a double pipe - now there isn't
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2018-08-26 12:54:18 +01:00 |
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