Pavle Goloskokovic
402aa27ff3
Skipping setting preload attribute and events on an audio tag on mobile devices
2018-01-17 14:05:35 +01:00
Pavle Goloskokovic
4be42c3edc
Merge remote-tracking branch 'origin/master'
...
# Conflicts:
# src/sound/BaseSound.js
# src/sound/webaudio/WebAudioSound.js
2018-01-14 15:50:55 +01:00
Richard Davey
f9a1e27334
Removed un-used event files and references.
2018-01-12 17:20:16 +00:00
Richard Davey
c625b8735b
Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
2018-01-12 17:09:21 +00:00
Pavle Goloskokovic
aa820b08ea
Setting audio tag name to contain index number, useful for debugging
2018-01-12 17:49:25 +01:00
Pavle Goloskokovic
ef60c16551
Marking audio tags as unused when creating them
2018-01-11 17:25:27 +01:00
Pavle Goloskokovic
0a10240c61
Moved HTML5AudioFile
2018-01-10 16:49:56 +01:00
Pavle Goloskokovic
d0d3a6473d
Merge remote-tracking branch 'origin/master'
2018-01-10 16:20:13 +01:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
d568d2bede
Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
2016-11-06 12:18:08 +00:00
Richard Davey
f9745bbce3
States now own a Loader instance, rather than it being a Phaser global.
2016-11-04 03:21:04 +00:00
Richard Davey
a366ef8f3c
New State Manager up and running.
2016-11-04 02:08:17 +00:00
Richard Davey
322f711f58
Enabled the default and missing images again.
2016-10-30 22:56:17 +00:00
photonstorm
4f8e509f91
Fixed JSON Hash parsing.
2016-10-19 14:29:52 +01:00
photonstorm
18b12dfc3e
Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
2016-10-18 17:03:25 +01:00
Richard Davey
35854ea58d
Cache now adds in Default and Missing images to the new Texture Manager.
2016-10-13 00:08:11 +01:00
Richard Davey
a2ac0a2c58
Multi-atlas loader support complete, adding to the Texture Manager properly.
2016-10-11 22:11:54 +01:00
Richard Davey
65ce4928d9
Expanded multi-atlas support in the Loader. Fixing ESLint errors too.
2016-10-11 19:50:36 +01:00
photonstorm
775dee029d
Added Loader.multiatlas - for multi-atlas textures.
2016-10-11 16:48:12 +01:00
photonstorm
ce3308ea1d
Hooking the Loader and Cache into the new Texture Manager.
2016-10-11 14:52:17 +01:00
Richard Davey
e0ef9cab8b
Hooked the Texture Manager into the Cache.
2016-10-10 23:57:51 +01:00
Richard Davey
ea9c9ae7b3
Removed gl texture ID.
2016-10-07 00:59:10 +01:00
photonstorm
2d84ea8938
Removed SS in Atlas.
2016-09-27 14:27:12 +01:00
photonstorm
840d3669b0
Updated tutorial code so you can't bounce off stars.
2016-09-27 13:57:32 +01:00
Richard Davey
1c415a0d7e
Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font ( #2614 )
2016-09-27 02:00:31 +01:00
Richard Davey
bb452e2b4e
Merge pull request #2763 from arefiev/skip-frames-in-spritesheets
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Add a parameter to load.spritesheet which tells it how many frames to…
2016-09-26 20:44:17 +01:00
Richard Davey
0d1d4f048f
Updated docs.
2016-09-21 23:08:48 +01:00
Richard Davey
fb1ea7a01e
Updated documentation.
2016-09-21 22:59:20 +01:00
Richard Davey
f3c5b7a0bc
TS defs update.
2016-09-20 02:03:00 +01:00
Richard Davey
6bd0ab6a8c
Updated jsdocs and jshint fixes.
2016-09-20 01:48:30 +01:00
Felipe Alfonso
d0c23c15b5
Merge branch 'dev' into texture-compression-webgl
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Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-19 20:19:24 -03:00
Mikhail Arefiev
e3b8071d43
Add a parameter to load.spritesheet which tells it how many frames to skip. Good when you have huge PNGs with multiple spritesheets in each.
2016-09-20 01:50:11 +03:00
Richard Davey
e49151877b
jshint fixes.
2016-09-19 22:28:25 +01:00
photonstorm
ad0e4aca2e
Large batch of jshint fixes.
2016-08-25 13:03:41 +01:00
Felipe Alfonso
ce9e9fbd6c
Dynamic loading of compressed textures.
2016-08-07 17:47:55 -04:00
Felipe Alfonso
5ce4643dfa
Compressed textures are able to upload to GPU
2016-08-01 19:40:35 -04:00
Felipe Alfonso
100aa413bf
Texture loading depending on webgl extensions included default truecolor
2016-08-01 16:27:39 -04:00
Felipe Alfonso
0cbe8969d1
Merge branch 'dev' into texture-compression-webgl
2016-07-28 23:04:27 -04:00
Felipe Alfonso
4b3d449a3d
compression algorithm name passed during parsing
2016-07-28 23:02:34 -04:00
Richard Davey
24368ef8d7
Docs update.
2016-07-29 03:39:51 +01:00
Felipe Alfonso
8960cf26d7
texture meta data parsed and saved in cache
2016-07-28 21:33:31 -04:00
Felipe Alfonso
1b9f25b820
texture binary loading.
2016-07-28 18:42:46 -04:00
Felipe Alfonso
08ec080f67
PVR, DDS, KTX and PKM parsing implemented on LoaderParser.js
2016-07-27 19:47:05 -04:00
Richard Davey
cff28860fa
The Loader.headers object has a new property requestedWith
. By default this is set to false
, but it can be used to set the X-Requested-With
header to XMLHttpRequest
(or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest'
before adding anything to the Loader #2398
2016-07-20 12:45:11 +01:00
Boniatillo.com
881dca3cc5
Fix jsdoc: change to #audioSprite
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The Phaser.Loader.audioSprite method is using #audiosprite in its jsdoc. Here it is changed to #audioSprite.
2016-07-19 08:41:39 -04:00
photonstorm
fced3f86ec
Phaser 2.6.0 Release.
2016-07-08 15:46:26 +01:00
Richard Davey
63158a1dbf
Argument swapped for destroyBaseTexture
.
2016-07-06 22:31:26 +01:00
Richard Davey
886c641ddc
* The default image texture, for when none is supplied, is now available under Phaser.Cache.DEFAULT
.
...
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
2016-07-06 21:46:40 +01:00
Richard Davey
50434375a1
Tidy up formatting for #2585
2016-06-21 22:00:59 +01:00