Richard Davey
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3efc22a127
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Added AnimationState component and related properties, Event Emitter proxy and destroy method
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2022-12-14 18:12:50 +00:00 |
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Richard Davey
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98b0123004
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Move configs to global vars, save memory. Add getAnim and setAnim and related properties. Vastly improve destroy handling.
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2022-12-14 18:12:23 +00:00 |
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Richard Davey
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c4ba83819b
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AnimationManager.getAnimsFromTexture is a new method that will return all global Animations, as stored in the Animation Manager, that have at least one frame using the given Texture. This will not include animations created directly on local Sprites.
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2022-12-14 17:44:13 +00:00 |
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Richard Davey
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dd8f9e42b0
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Now uses setQuad and skips particles with scale o
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2022-12-14 16:38:22 +00:00 |
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Richard Davey
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67088c1075
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Fixed return type
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2022-12-14 16:38:04 +00:00 |
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Richard Davey
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6867ca5b82
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Give Particles an animation component
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2022-12-13 18:51:15 +00:00 |
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Richard Davey
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1121cedf60
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Adding in Particle Manager destroy handling
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2022-12-13 18:51:04 +00:00 |
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Richard Davey
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4b4473394c
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Debugging circle collision
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2022-12-13 18:24:41 +00:00 |
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Richard Davey
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6bfa3c37af
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Merge pull request #6319 from 0day-oni/master
Add additional type to orientation property
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2022-12-13 17:07:47 +00:00 |
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Pavle Goloskokovic
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9eb69e8c0a
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fixed text related paths in phaser-core.js
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2022-12-13 16:36:50 +01:00 |
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Oni
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6d9eebd45e
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Add additional type to orientation property
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2022-12-13 16:14:42 +01:00 |
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Richard Davey
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e2539824ec
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Update World.js
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2022-12-13 13:41:17 +00:00 |
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Richard Davey
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c5c2d2b329
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Fixing the separation of non-pushable circular bodies
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2022-12-13 01:56:23 +00:00 |
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Richard Davey
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e1c33cc9e9
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When a Game Object had Input Debug Enabled the debug image would be incorrectly offset if the Game Object was attached to was scaled and the hit area shape was smaller, or offset, from the Game Object. Fix #4905 #6317
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2022-12-12 17:12:58 +00:00 |
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Richard Davey
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1302c1724f
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An inactive Scene is no longer updated after a Scene transition completes. Previously, it will still update the Scene one final time. This fix also prevents the POST_UPDATE event from firing after the transition is over. Fix #5550
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2022-12-12 14:57:37 +00:00 |
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Richard Davey
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b5312b86fa
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The SceneManager.processQueue method will no longer return if a new Scene was added, after starting it. This allows any other queued operations to still be run in the same frame, rather than being delayed until the next game frame. Fix #5359
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2022-12-12 14:51:05 +00:00 |
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Richard Davey
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6d0fd99a13
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Spelling fix
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2022-12-09 18:44:32 +00:00 |
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Richard Davey
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d67654eb0d
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Preparing for Beta 18
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2022-12-09 18:24:54 +00:00 |
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Richard Davey
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a39cebf7dc
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Removed old code
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2022-12-09 18:19:53 +00:00 |
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Richard Davey
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3d1e2f952f
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Typo fixes
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2022-12-09 18:17:26 +00:00 |
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Richard Davey
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8f8309a945
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Camera.scrollX and scrollY will now only set the Camera.dirty flag to true if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088
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2022-12-09 18:14:38 +00:00 |
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Richard Davey
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538b7ecff3
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Revert to correct list. Fix #6306
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2022-12-09 18:04:04 +00:00 |
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Richard Davey
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bda73034e3
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May as well use cached value
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2022-12-09 18:03:50 +00:00 |
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Richard Davey
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c53dc4a5a1
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Removed alwaysEnabled property entirely. #5507 #6306
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2022-12-09 18:03:41 +00:00 |
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Richard Davey
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9140bedd34
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Added missing lineSpacing property
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2022-12-09 16:01:02 +00:00 |
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Richard Davey
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a41247e2d9
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Fixed incorrect jsdocs #6309
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2022-12-09 15:59:02 +00:00 |
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Richard Davey
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784f04cf61
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Merge pull request #6309 from arbassic/master
Add `lineSpacing` property and `setLineSpacing` method to BitmapText
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2022-12-09 15:55:15 +00:00 |
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Richard Davey
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d44db46253
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Merge pull request #6300 from EmilSV/spread_step_fix
fixed Phaser.Actions.Spread step value so the last element is equal max
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2022-12-09 15:37:58 +00:00 |
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Richard Davey
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380100c4c1
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Fix height math and update docs
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2022-12-08 22:48:46 +00:00 |
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Richard Davey
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a6135be4eb
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Clamp min width/height
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2022-12-08 22:44:40 +00:00 |
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Richard Davey
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fe93dab2c9
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Added NineSlice factory
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2022-12-08 22:44:31 +00:00 |
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Richard Davey
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73c7cf6d7a
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Updated jsdocs
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2022-12-08 22:44:19 +00:00 |
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Richard Davey
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e304952a8b
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Added NineSlice Creator functions
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2022-12-08 22:43:44 +00:00 |
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Richard Davey
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0d9bd568e5
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Correct type
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2022-12-08 22:43:28 +00:00 |
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Richard Davey
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8de87cfeca
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Height now locked for a 3-slice object
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2022-12-08 18:55:09 +00:00 |
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Richard Davey
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5d4dd9d918
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Added full documentation, 3-slice support, support for frames in texture atlases and changing frames
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2022-12-08 18:41:09 +00:00 |
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Richard Davey
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77c87475d8
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Updated jsdocs
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2022-12-08 18:40:14 +00:00 |
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Richard Davey
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96bbc1dfd5
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Revised jsdoc return type
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2022-12-08 16:23:56 +00:00 |
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Richard Davey
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2d409cbe54
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Now supports origin component
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2022-12-08 16:19:29 +00:00 |
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Richard Davey
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45c0c23f6f
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Added origin to resize method
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2022-12-08 16:17:10 +00:00 |
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Richard Davey
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fea262f3e0
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Testing origin
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2022-12-07 18:51:26 +00:00 |
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Richard Davey
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cb124bf9a5
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Uses new vertexAvailable check and src tint and alpha
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2022-12-07 18:30:08 +00:00 |
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Richard Davey
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c7475151ae
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Added FX, GetBounds, Origin components and Tint methods
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2022-12-07 18:29:40 +00:00 |
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Richard Davey
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7a5d138271
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Testing deleting renderbuffer #6311
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2022-12-07 18:29:11 +00:00 |
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Richard Davey
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c09240124d
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New parameters and docs
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2022-12-07 18:28:51 +00:00 |
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Richard Davey
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c4655bfb6d
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Changed to resize method
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2022-12-07 18:28:35 +00:00 |
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Richard Davey
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7996f4eb9e
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Removed un-needed method
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2022-12-07 18:28:25 +00:00 |
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Richard Davey
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a813f9c229
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WebGLPipeline.vertexAvailable is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush.
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2022-12-07 18:28:17 +00:00 |
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Richard Davey
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00564508d4
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Tidying up
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2022-12-06 22:48:26 +00:00 |
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Richard Davey
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4dcef816b9
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Vertex updating working
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2022-12-06 22:45:13 +00:00 |
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