Commit graph

10372 commits

Author SHA1 Message Date
Pavle Goloskokovic
920e083a8a Updating sound duration only if it is not set yet (equal to 0) 2018-04-14 18:54:01 +02:00
Pavle Goloskokovic
d664a7d4a6 Marking all locked audio tags as unlocked after loading finishes 2018-04-14 18:52:43 +02:00
Pavle Goloskokovic
5efa219adc Removed redundant condition 2018-04-14 18:51:21 +02:00
Pavle Goloskokovic
2167654009 Skipping unlocking logic if there are no locked tags 2018-04-14 18:50:28 +02:00
Pavle Goloskokovic
fa07dc76e9 Removed unused argument from the docs 2018-04-14 18:49:14 +02:00
Pavle Goloskokovic
f8ebcf0588 Removed unnecessary argument 2018-04-14 18:48:22 +02:00
Pavle Goloskokovic
9125f559c2 Collecting only locked audio tags for unlocking 2018-04-14 18:47:39 +02:00
Pavle Goloskokovic
b4aaf81db7 Storing data on each audio tag if it is locked (ont yet loaded) 2018-04-14 18:46:09 +02:00
Pavle Goloskokovic
1c294d5921 Calculating locally if audio is locked instead of getting that data passed as a constructor argument 2018-04-14 18:44:47 +02:00
Richard Davey
595e43aa8b Added new Camera effects system 2018-04-14 17:39:43 +01:00
Richard Davey
205502a747 Prevent double-destroy from happening. Fix #3569 (however, Game.destroy now fails elsewhere) 2018-04-14 17:39:24 +01:00
Richard Davey
380d4afb92 Swapping to new camera effects system 2018-04-14 17:38:48 +01:00
Richard Davey
855f38c649 typo 2018-04-14 17:38:20 +01:00
Pavle Goloskokovic
43e3dc424e Renamed allTags to lockedTags 2018-04-14 18:00:23 +02:00
Pavle Goloskokovic
04c842f749 Checking if audio is locked each time unlock method is called and skipping it in case it is not 2018-04-14 17:51:31 +02:00
Pavle Goloskokovic
c2d661f600 Unlocking Web Audio sound manager immediately in its constructor 2018-04-14 17:48:55 +02:00
Pavle Goloskokovic
403f5b3e33 Not unlocking sound manager by default in base class 2018-04-14 17:48:16 +02:00
Pavle Goloskokovic
433247f515 Unlocking sound manager after preloading any scene when using HTML5 audio 2018-04-14 17:47:29 +02:00
Richard Davey
1a51e859dd New Camera Shake effect class 2018-04-14 12:35:39 +01:00
Richard Davey
a56465fdad jsdoc tweak 2018-04-14 12:35:28 +01:00
Richard Davey
06e5fc0336 Camera extends Event Emitter and moved to effect based system 2018-04-14 12:35:14 +01:00
Richard Davey
2b4e5ecd23 Is scene is asleep, wake it rather than start it 2018-04-14 04:28:39 +01:00
Richard Davey
b519e24279 lint fix 2018-04-14 04:27:39 +01:00
Richard Davey
a4e45a9458 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-04-14 04:24:27 +01:00
Richard Davey
352ec91bb5 New methods to determine if a Scene is transitioning 2018-04-14 04:24:21 +01:00
Richard Davey
2a73964399 Added new transition properties 2018-04-14 04:24:05 +01:00
Richard Davey
370fbdd5f2 Added transition progress, sleep support and better checking 2018-04-14 04:23:57 +01:00
Richard Davey
2698fe1b58 Clear out the transition events 2018-04-14 04:23:24 +01:00
Richard Davey
b5ba6a6afb Added enabled property 2018-04-14 04:23:11 +01:00
Felipe Alfonso
1058cff4c8 Fixed issue with inverted coordinates on render texture 2018-04-13 17:33:43 -03:00
Richard Davey
616d17fa83 Sorted out the scene event order, targets and callbacks 2018-04-13 20:12:29 +01:00
Travis O'Neal
620585a57c Added array shuffle method 2018-04-13 14:23:48 -04:00
Richard Davey
cfb1826da9 Added new test feature 2018-04-13 18:59:00 +01:00
Richard Davey
18a6cf8ad1 eslint fixes 2018-04-13 18:09:16 +01:00
Richard Davey
a01535ea78 Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group. 2018-04-13 17:59:29 +01:00
Richard Davey
f53430ec54 Log update 2018-04-13 17:52:28 +01:00
Richard Davey
01d3b7d6dc Missed out the config 2018-04-13 17:44:06 +01:00
Richard Davey
3490b29082 Tidying up 2018-04-13 17:43:56 +01:00
Richard Davey
be29c69a8c Disable pointer constraint debug by default 2018-04-13 17:43:44 +01:00
Richard Davey
7aad8afa02 Log update 2018-04-13 17:21:34 +01:00
Richard Davey
0aba433379 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-04-13 17:20:51 +01:00
Richard Davey
59bc9dd0d9 Added GameObject.ignoreDestroy 2018-04-13 17:20:46 +01:00
Richard Davey
6b2307594a Scene plugin flow overhaul
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
44aff6548d Proper indent 2018-04-13 17:05:59 +01:00
Richard Davey
1a2b9d92f9 Addd new core test build 2018-04-13 17:05:45 +01:00
Richard Davey
69bfdd5103 Mmm, pizza 2018-04-13 17:05:24 +01:00
Richard Davey
6b18942d13 Fake Zone callback update 2018-04-13 17:05:07 +01:00
Felipe Alfonso
d3beb043e2 Added parent to game objects that called CanvasPool.create2D 2018-04-13 12:48:34 -03:00
Richard Davey
e7f286b2a5
Merge pull request #3563 from Chumper/patch-2
Added additional check for node
2018-04-13 14:24:59 +01:00
Nils Plaschke
6d0b7e91ab Added additional check for node
If `process` is defined, but it has no `versions` property the check will fail with an error.
The detection of node is not working properly.
In my case I have embedded phaser into a vue-cli@3 application, which is technically node but has no `versions` property.

This fixes the problem
2018-04-13 15:22:59 +02:00