Commit graph

101 commits

Author SHA1 Message Date
Richard Davey
468bf7821d Updated copyright year 2023-01-02 17:36:27 +00:00
Richard Davey
810cfa587b Added link to SnowBMF 2022-08-17 16:41:40 +01:00
Richard Davey
a4d8e87095 Fixed lint errors 2022-05-10 17:06:53 +01:00
Richard Davey
919fa39faa
Merge pull request #6067 from TJ09/commonjs-import-change
Don't reassign the return values from require()
2022-05-09 16:49:58 +01:00
T.J. L
ff4ef2872b Don't overwrite the return values from require() 2022-04-02 01:49:19 -07:00
T.J. L
1551d1b270 Fix kerning for BitmapText on Canvas renderer 2022-04-02 01:33:04 -07:00
Richard Davey
59fbcc5ca3 Updated copyright year 2022-02-28 14:29:51 +00:00
Vladislav Forsh
2418b7f484 Fix #5545 2021-03-16 18:04:38 +03:00
Richard Davey
1c8662dc1f Call addToRenderList 2021-01-07 14:52:08 +00:00
Richard Davey
00d8b6a009 Invoke camera.addToRenderList method 2021-01-07 12:31:31 +00:00
Richard Davey
0ee1338765 Better post pipeline call (less code) 2020-11-26 09:51:40 +00:00
Richard Davey
d2e2e86ef1 Updated accessor 2020-11-23 16:22:11 +00:00
Richard Davey
ec5da6930c Added post pipeline support to all Game Objects 2020-11-23 16:17:13 +00:00
Richard Davey
02c34cd64e Replace integer with number 2020-11-23 10:22:13 +00:00
Richard Davey
eee3feb667 Pass Game Object to batchQuad 2020-11-09 13:19:31 +00:00
Richard Davey
d3c70002ea Removed use of _tempMatrix from all renderers 2020-11-06 09:44:29 +00:00
Richard Davey
4ba2b0eb7b All swapped to using renderer matrices to make pipelines smaller 2020-10-28 16:52:59 +00:00
Richard Davey
d5de353890 You can now use setMaxWidth on DynamicBitmapText, which wasn't previously possible. Fix #4997 2020-09-22 16:52:36 +01:00
Richard Davey
4fd46f4d1f Fixed DynamicBitmapText WebGL Renderer. Fix #5303 2020-09-22 16:38:17 +01:00
Richard Davey
6a966e3f3b Removed interpolationPercentage parameter from all render methods, as it has never been used. 2020-09-14 15:33:58 +01:00
Richard Davey
8d25510b61 GameObjects.GetCalcMatrix is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText (Static and Dynamic), Graphics, Mesh, Rope, Shader, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. This dramatically reduces the amount of duplicate code across the API. 2020-09-14 15:01:40 +01:00
Richard Davey
4ade25fc79 No longer read private values for tint
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +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
7e572c3577 Improves JSDocs 2020-08-25 09:54:09 +01:00
Richard Davey
47a62cd30c If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653 2020-08-03 11:33:41 +01:00
Richard Davey
2f574070d5 Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225 2020-08-03 10:53:27 +01:00
Richard Davey
6c9a5f62a6 Uses setGameObject to support Light2D 2020-07-16 15:15:48 +01:00
Richard Davey
a21641e19b The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:54:04 +01:00
Jason Kwok
401cb81590 Fixed this return type for Phaser.GameObjects.DynamicBitmapText 2020-01-26 20:16:18 +08:00
Richard Davey
ff65e69cd1 Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
Richard Davey
be02c80be9 Origin and canvas renderer work again now. Fix #4108 2019-10-01 17:43:47 +01:00
Richard Davey
c91ed91ce3 License link update 2019-05-10 16:15:04 +01:00
Richard Davey
a51a81791f Bitmap Text Types 2019-05-09 11:54:43 +01:00
Richard Davey
e7b1d086e7 Moving all of the typedefs to properly namespaced scopes, rather than globals
\o/ ~ "Someone, save me!"
2019-02-13 12:35:12 +00:00
Richard Davey
aa341854c7 Happy New Year 2019-01-15 16:20:22 +00:00
Richard Davey
4b27b37a0c Added texture and unit arguments to batchQuad and batchTri, fixing the y2k bug. 2018-12-12 11:08:52 +00:00
Richard Davey
6f8759c186 Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects. 2018-11-30 10:27:25 +00:00
Richard Davey
b0df6892b5 The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera. 2018-11-27 13:54:59 +00:00
Richard Davey
7441ff90ae The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does. 2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd The data object being sent to the Dynamic Bitmap Text callback now has a new property parent, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth) 2018-10-25 14:10:12 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
fcaa2bfc4f Completing Game Object jsdocs 2018-09-15 10:31:10 +01:00
Richard Davey
708a857a26 SetTransform is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes. 2018-08-03 19:02:43 +01:00
Richard Davey
fc0dc13930 Removed use of currentBlendMode and currentAlpha 2018-08-03 01:53:51 +01:00
Richard Davey
9f44896a3f The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list. 2018-08-03 01:29:18 +01:00
Richard Davey
8873bdcbf6 Fixed pipeline method call 2018-07-26 23:50:54 +01:00
Richard Davey
106e32a4f5 Removed un-used imports 2018-07-19 13:26:11 +01:00
Richard Davey
ec5bd1912e GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases. 2018-07-19 13:19:02 +01:00
Richard Davey
5ba80defb7 Pass GO to setPipeline 2018-07-11 16:23:44 +01:00
Richard Davey
9c9e9cecbb Updated log and lint fixes 2018-07-10 16:49:53 +01:00