Richard Davey
|
fef6718ea6
|
Added missing property
|
2022-08-24 14:51:45 +01:00 |
|
Richard Davey
|
c7d66ded23
|
Corrected docs
|
2022-08-24 13:55:53 +01:00 |
|
Richard Davey
|
af202fdc6c
|
Update CanvasPool.js
|
2022-08-18 18:01:53 +01:00 |
|
samme
|
ad32842fa4
|
Fix Phaser.Display.RGB#equals()
|
2022-06-22 17:49:40 -07:00 |
|
Richard Davey
|
59fbcc5ca3
|
Updated copyright year
|
2022-02-28 14:29:51 +00:00 |
|
Richard Davey
|
f76f8711cd
|
Added scene property
|
2021-09-20 11:59:20 +01:00 |
|
Richard Davey
|
d8c5626a3a
|
The Display.Masks.BitmapMask destroy method will now remove the context-lost event handler.
|
2021-09-20 11:39:32 +01:00 |
|
Neil Haskins
|
6ec5868f3a
|
Update RGBToString.js
Prevent adding decimal places behind RGB string with '#' prefix.
|
2021-03-02 11:30:38 -08:00 |
|
Matt Jennings
|
a29523de53
|
safely check for renderer in BitmapMask
|
2021-02-11 15:57:40 -06:00 |
|
Richard Davey
|
08b304372c
|
Made the Render Events global, not WebGL specific and allowed Canvas Renderer to emit them too
|
2020-12-04 15:07:26 +00:00 |
|
Richard Davey
|
077d53309b
|
BitmapMask would become corrupted when resizing the Phaser Game, either via the Scale Manager or directly, because the framebuffer and texture it used for rendering was still at the old dimensions. The BitmapMask now listens for the Renderer RESIZE event and re-creates itself accordingly. Fix #5399
|
2020-12-03 15:06:54 +00:00 |
|
Richard Davey
|
57e6246c52
|
Added limit parameter
|
2020-11-30 16:12:55 +00:00 |
|
Richard Davey
|
b5f2e0a83b
|
Updated documentation. Fix #5406
|
2020-11-26 10:19:09 +00:00 |
|
Richard Davey
|
aec06f1873
|
Added ColorSpectrum function
|
2020-11-24 11:00:04 +00:00 |
|
Richard Davey
|
02c34cd64e
|
Replace integer with number
|
2020-11-23 10:22:13 +00:00 |
|
Richard Davey
|
52acf60125
|
Multiply now optional for lots of combination effects
|
2020-11-16 11:32:34 +00:00 |
|
Richard Davey
|
471e64d989
|
Swapped to 5x4 array and added in some new color effects
|
2020-11-13 17:30:06 +00:00 |
|
Richard Davey
|
9405ad3c16
|
Non-gc matrix reset
|
2020-11-12 13:04:22 +00:00 |
|
Richard Davey
|
ce7f921c59
|
Expose ColorMatrix
|
2020-11-12 12:56:46 +00:00 |
|
Richard Davey
|
118f8e1324
|
Phaser.Display.ColorMatrix is a new class that allows you to create and manipulate a 5x5 color matrix, which can be used by shaders or graphics operations.
|
2020-11-12 12:56:37 +00:00 |
|
Richard Davey
|
f085eb8536
|
The BitmapMask.prevFramebuffer property has been removed as it's no longer required, due to the fbo stack in the renderer.
|
2020-11-10 17:26:24 +00:00 |
|
Richard Davey
|
d670edd708
|
No need to reference via game
|
2020-10-27 13:55:27 +00:00 |
|
Richard Davey
|
0fad1861ae
|
Update GeometryMask.js
|
2020-10-16 15:07:32 +01:00 |
|
Richard Davey
|
9e07e5a27b
|
Expose RGB
|
2020-10-07 18:06:39 +01:00 |
|
Richard Davey
|
dda4431366
|
Merged the Layer3D Game Object and pipeline back in for now
|
2020-10-07 17:44:36 +01:00 |
|
Richard Davey
|
9afaf5f2c0
|
Moved RGB class
|
2020-09-30 14:16:13 +01:00 |
|
Richard Davey
|
6484bc3607
|
Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
|
2020-09-24 09:36:15 +01:00 |
|
Richard Davey
|
5f28ff64a2
|
New clearMask and createMask methods and tidied up structure
|
2020-09-23 17:59:17 +01:00 |
|
Richard Davey
|
c6f533b872
|
Fixed legacy interpolation parameters
|
2020-09-23 17:55:29 +01:00 |
|
Richard Davey
|
2143b38dc4
|
Added destroy method
|
2020-09-22 12:47:51 +01:00 |
|
Richard Davey
|
7d5adab502
|
Added JSDocs
|
2020-09-22 11:17:40 +01:00 |
|
Richard Davey
|
977054a7c8
|
Added new RGB class to encapsulate color data
|
2020-09-21 15:56:09 +01:00 |
|
Richard Davey
|
0f6cc79cd1
|
The function GetColorFromValue has been removed as it's no longer used internally.
|
2020-09-14 11:05:32 +01:00 |
|
Richard Davey
|
e450bf2f1f
|
Swap to using constants for pipeline names
|
2020-09-09 13:05:18 +01:00 |
|
Richard Davey
|
506426f706
|
The Color.HSVToRGB function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
|
2020-09-01 18:06:23 +01:00 |
|
Richard Davey
|
795a190ce3
|
The BaseShader default vertex shader now includes the outTexCoord vec2 varying, mapped to be the same as that found in the pipeline shaders. Fix #5120
|
2020-08-24 19:51:20 +01:00 |
|
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
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 |
|