Richard Davey
0d57de02ee
Update CHANGELOG.md
2020-09-11 10:59:51 +01:00
Richard Davey
56bbfbcb62
Removed capture
and added preventDefaultDown
, Up
and Move
instead. Also better passive handling and smaller listeners.
2020-09-11 10:59:47 +01:00
Richard Davey
0aea690497
Removed inputMouseCapture
and added configs for inputMousePrventDefaultDown
, Up
and Move
instead.
2020-09-11 10:59:20 +01:00
Richard Davey
77ac89e59b
Update CHANGELOG.md
2020-09-11 10:16:31 +01:00
Richard Davey
b3ee59b0bb
Remove eol setting, let git handle it
2020-09-11 10:16:25 +01:00
Richard Davey
3969d6e45a
Updated JSDocs to cover situation in #3858
2020-09-11 10:08:22 +01:00
Richard Davey
0a20245a77
Update LICENSE.md
2020-09-11 09:59:10 +01:00
Richard Davey
e0fe293f98
Create .gitattributes
2020-09-11 09:58:28 +01:00
Richard Davey
1e1daa5721
Update CHANGELOG.md
2020-09-11 09:48:17 +01:00
Richard Davey
a04690d5af
The onMouse
events in the Input Manager didn't reset the activePointer
property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232
2020-09-11 09:48:13 +01:00
samme
ae5182be7d
Default Phaser.Core.Config#audio; and refactor
2020-09-10 09:22:44 -07:00
Richard Davey
65faa34884
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-10 17:05:05 +01:00
Richard Davey
1e1b3ce27e
Update CHANGELOG.md
2020-09-10 17:04:58 +01:00
Richard Davey
205552d69c
Fix namespaces. Fix #5289
2020-09-10 17:04:56 +01:00
Richard Davey
6697d462cf
Merge pull request #5291 from rexrainbow/duplicated-code-in-add.existing
...
Remove duplicated code
2020-09-10 16:55:48 +01:00
Rex
f513f5bf31
Remove duplicated code
...
Adding game object to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
2020-09-10 23:44:21 +08:00
Richard Davey
efd15f9cde
3.50.0 Beta 5 dist
2020-09-09 17:07:53 +01:00
Richard Davey
8b94cd71d6
Undo #5212 as it breaks all imports in webpack
2020-09-09 17:07:40 +01:00
Richard Davey
ea73a72b73
Restored animation complete key event.
2020-09-09 16:08:59 +01:00
Richard Davey
626a4e08f9
Update release version
2020-09-09 13:33:33 +01:00
Richard Davey
296dafebf5
No need for gl ref
2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86
Reference fixes
2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32
Update PipelineManager.js
2020-09-09 13:09:25 +01:00
Richard Davey
91b0a646d4
Update CHANGELOG.md
2020-09-09 13:05:18 +01:00
Richard Davey
7e840b2670
Removed all of the pipeline methods and added the Pipeline Manager instance
2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455
Update PipelineManager.js
2020-09-09 13:05:18 +01:00
Richard Davey
2d3edc9512
Use the new Pipeline Manager methods
2020-09-09 13:05:18 +01:00
Richard Davey
e450bf2f1f
Swap to using constants for pipeline names
2020-09-09 13:05:18 +01:00
Richard Davey
d198818d80
Game Objects now call the new Pipeline Manager methods directly
2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8
JSDoc fix
2020-09-09 13:05:17 +01:00
Richard Davey
7765016caa
Pipeline constants so we can avoid using strings elsewhere
2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76
The new Pipeline Manager class
2020-09-09 13:05:17 +01:00
Richard Davey
88590d8db2
Merge pull request #5288 from samme/patch-5
...
Docs: correct type for Arcade.Body#customBoundsRectangle
2020-09-09 09:56:18 +01:00
samme
b0ce62e2d8
Docs: correct type for Body#customBoundsRectangle
2020-09-08 18:44:12 -07:00
Richard Davey
8ddbeb1d18
3.50.0 Beta 4
2020-09-08 13:55:03 +01:00
Richard Davey
ce0b498b11
Update CHANGELOG.md
2020-09-08 13:40:23 +01:00
Richard Davey
8b2c9edce2
GenerateFrameNames
can now accept the start
and end
parameters in reverse order, meaning you can now do { start: 10, end: 1 }
to create the animation in reverse.
2020-09-08 13:40:20 +01:00
Richard Davey
b99ee24d23
Update CHANGELOG.md
2020-09-08 13:02:31 +01:00
Richard Davey
b8d35d7cf0
Utils.Array.NumerArray
can now accept the start
and end
parameters in reverse order, i.e. 10, 1
will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
2020-09-08 13:02:16 +01:00
Richard Davey
dfb71fe2a6
Fixes to GenerateFrameNumbers
...
* `GenerateFrameNumbers` would include the __BASE frame by mistake in its calculations. This didn't end up in the final animation, but did cause a cache miss when building the animation.
* `GenerateFrameNumbers` can now accept the `start` and `end` parameters in reverse order, meaning you can now do `{ start: 10, end: 1 }` to create the animation in reverse.
2020-09-08 13:01:11 +01:00
Richard Davey
f64d2cfa63
Update CHANGELOG.md
2020-09-08 12:17:48 +01:00
Richard Davey
bd56b0bd59
Updated JSDocs
2020-09-08 12:17:45 +01:00
Richard Davey
09d96d4e5e
Now only dispatches one single event per action. Also added getFrameName
method.
2020-09-08 12:17:38 +01:00
Richard Davey
d476032e9f
Animation no longer extends the EventEmitter
2020-09-08 12:17:18 +01:00
Richard Davey
bbbae648b9
Deleted un-used events, renamed Sprite events and added lots more documentation.
2020-09-08 12:16:39 +01:00
Richard Davey
47f5cec6af
Update CHANGELOG.md
2020-09-08 09:32:01 +01:00
Richard Davey
cdd612a273
AnimationState has moved namespace to keep things logically together
2020-09-08 09:31:59 +01:00
Richard Davey
6f2bf77557
Update CHANGELOG.md
2020-09-07 18:27:46 +01:00
Richard Davey
c6b503e9ed
Update CHANGELOG.md
2020-09-07 16:40:05 +01:00
Richard Davey
5344d39498
Better Group docs. Fix #5011
2020-09-07 16:40:05 +01:00