Commit graph

12026 commits

Author SHA1 Message Date
Richard Davey
2a1ea30cb7 Typos 2018-10-03 22:07:41 +01:00
Richard Davey
5b6f9a3876 Adding Spine runtimes for testing potential plugin 2018-10-02 16:59:36 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2 Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off 2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742 Preparing for 3.15 dev 2018-10-01 15:31:08 +01:00
Richard Davey
a595ab0606 Updated CDN links 2018-10-01 14:55:58 +01:00
Richard Davey
c6faa7c8a7 3.14 Release 2018-10-01 14:44:42 +01:00
Richard Davey
099489e26d Added missing class desc 2018-10-01 14:44:30 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
faaadb357e Completed Actions jsdocs 2018-10-01 12:01:59 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
samme
ced7c82c42 Fix null game.context after WebGLRenderer init 2018-09-30 12:45:26 -07:00
samme
69ff71e0bd Add description for PhysicsGroupDefaults.setEnable 2018-09-29 14:09:05 -07:00
samme
5f4f5e6cfc Merge branch 'master' into feature/arcade-group-config-enable 2018-09-29 14:07:09 -07:00
Richard Davey
56c26cfd18 Updated log 2018-09-29 11:21:48 +01:00
Richard Davey
3c4e6cda80 Arcade Physics shutdown will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date. 2018-09-29 11:21:41 +01:00
Richard Davey
8b5d0a3af1 Text.setFont, Text.setFontFamily, Text.setFontStyle and Text.setStroke will no longer re-measure the parent Text object if their values have not changed. 2018-09-29 11:21:31 +01:00
Richard Davey
38cacfd9f7 Added new jsdocs 2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9 Added new jsdocs 2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d Completed DynamicTilemapLayer jsdocs 2018-09-28 14:46:31 +01:00
Richard Davey
5115847791 Finished all the Tilemap component descriptions 2018-09-28 14:32:36 +01:00
Richard Davey
43067aa30e Completed Tilemap class docs 2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d Added jsdocs. 2018-09-28 12:45:01 +01:00
Richard Davey
3aef1e8a65 Set.size will now only set the new size if the value is smaller than the current size, truncating the Set in the process. Values larger than the current size are ignored.
Plus added jsdocs.
2018-09-28 12:44:55 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
be5b325fa1
Merge pull request #4072 from samme/docs/GameConfig
GameConfig docs
2018-09-28 11:08:24 +01:00
Richard Davey
314e5a496a
Merge pull request #4063 from samme/docs/arcade-physics-2
Arcade Physics docs
2018-09-28 11:08:04 +01:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2 2018-09-28 11:07:44 +01:00
Richard Davey
5a4d1e53c1 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-28 11:04:27 +01:00
Richard Davey
818a28073f Added jsdocs 2018-09-28 11:04:19 +01:00
Richard Davey
534814adb0
Merge pull request #4065 from rgk/patch-4
Matter.js Force Component Docs
2018-09-28 11:03:34 +01:00
Richard Davey
24fdcb5ffd New docs 2018-09-28 10:32:58 +01:00
samme
eaec923245 GameConfig docs 2018-09-27 15:37:54 -07:00
Richard Davey
3944e580cc Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames 2018-09-27 16:49:52 +01:00
Richard Davey
5ad4c8dc2b All of the Animation Events now pass the Game Object as the final argument, this includes animationstart, animationrestart, animationrepeat, animationupdate and animationcomplete. 2018-09-27 15:55:16 +01:00
Richard Davey
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
a17b0c2e6c jsdoc fixes 2018-09-27 14:16:09 +01:00
Richard Davey
b45df05ddb Updated to get the frame names 2018-09-27 14:15:58 +01:00
Richard Davey
ab48c1c479 The Texture.getFramesFromTextureSource method has a new boolean argument includeBase, which defaults to false and allows you to set if the base frame should be returned into the array or not.
The `Texture.getFramesFromTextureSource` method was returning an array of Frame names by mistake, instead of Frame references. It now returns the Frames themselves.
2018-09-27 14:11:14 +01:00
Richard Davey
c2f77a858b Updated log 2018-09-27 13:09:47 +01:00
Richard Davey
95d4651db8 Dynamic Layers support multiple tilesets now 2018-09-27 13:09:40 +01:00
Richard Davey
0d5b209259 Consolidated gidMap creation 2018-09-27 13:09:23 +01:00
Richard Davey
e05f7c7ed0 Dynamic Tilemap Layers now support multiple tilesets per layer 2018-09-27 13:09:08 +01:00
Richard Davey
aff073a6c0 Updated log 2018-09-27 12:12:33 +01:00