Commit graph

741 commits

Author SHA1 Message Date
Richard Davey
caad527b29 Added getData and putData methods. 2018-12-13 00:30:13 +00:00
Richard Davey
b8fbd0d2c0 keydown and keyup events now fire for every possible key, no matter if they exist in the KeyCodes list or not. 2018-12-12 16:50:04 +00:00
Richard Davey
17e7ddedf7 Update CHANGELOG.md 2018-12-12 13:15:04 +00:00
Richard Davey
af5b1f2427 StaticBody.reset in Arcade Physics would ignore the x and y values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 2018-12-12 12:39:47 +00:00
Richard Davey
cc55ee73cf Changing scaleX or scaleY on a MatterImage or MatterSprite would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 2018-12-12 12:07:16 +00:00
Richard Davey
cc2981d590 Update CHANGELOG.md 2018-12-12 11:56:13 +00:00
Richard Davey
9ee0535621 Update CHANGELOG.md 2018-12-12 11:10:31 +00:00
Richard Davey
744bcf4791 Update CHANGELOG.md 2018-12-12 11:09:06 +00:00
Richard Davey
d9f89fbde1 Fixed lint error, added docs. 2018-12-11 09:31:56 +00:00
Richard Davey
27c1426856 Updated earcut from 2.1.1 to 2.1.4. 2018-12-10 16:35:11 +00:00
Richard Davey
a62f01e97c Update CHANGELOG.md 2018-12-08 15:02:52 +00:00
Richard Davey
c3524b345f Added CanvasTexture.drawFrame method. 2018-12-08 13:10:55 +00:00
Richard Davey
9dd7d2d8aa Merge branch 'master' of https://github.com/photonstorm/phaser 2018-12-07 19:28:48 +00:00
Richard Davey
f1113358b8 Update CHANGELOG.md 2018-12-07 19:28:43 +00:00
Richard Davey
06c6b280e7 New global adshowerror handler and better event flow. 2018-12-07 04:29:18 +00:00
Richard Davey
2ed6c649a3 Swapped ad events placement. 2018-12-07 01:49:01 +00:00
Richard Davey
e672592aef Modified how ad placement loading works. 2018-12-07 01:39:30 +00:00
Richard Davey
e6f5d0144e Added Animation.chain method to queue an animation to start when the current one ends. 2018-12-06 15:57:52 +00:00
Richard Davey
96fab45ced Update CHANGELOG.md 2018-12-06 15:40:00 +00:00
Richard Davey
8955c50ab5 Update CHANGELOG.md 2018-12-06 14:47:29 +00:00
Richard Davey
bca8d9b0c9 Add Key capture information 2018-12-06 11:55:14 +00:00
Richard Davey
4174626b84 Update CHANGELOG.md 2018-12-05 16:07:51 +00:00
Richard Davey
2780babe10 Final Doc Jam merge 2018-12-03 15:16:23 +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
146745057a Utils.Array.MoveUp wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp. 2018-11-29 23:33:54 +00:00
Richard Davey
52cfd5b4d6 Update CHANGELOG.md 2018-11-29 13:44:53 +00:00
Richard Davey
f3488b0d7c Undid CSS background style 2018-11-28 15:51:31 +00:00
Richard Davey
171191e1d8 Added Camera centerOnX and centerOnY methods. 2018-11-28 13:24:29 +00:00
Richard Davey
f8cd23766e Update CHANGELOG.md 2018-11-28 13:13:46 +00:00
Richard Davey
30972f4528 Camera.getBounds is a new method that will return a rectangle containing the bounds of the camera. 2018-11-27 17:16:03 +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
91e4a91c5a Added GetNearestPoint and GetShortestDistance methods 2018-11-27 00:42:37 +00:00
Richard Davey
2c78c22112 Geom.Intersects.PointToLine has a new optional argument lineThickness (which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square) 2018-11-26 23:28:07 +00:00
Richard Davey
a74616b090 Added getDistanceX and getDistanceY 2018-11-26 15:35:18 +00:00
Richard Davey
449c6a3ca5 Update CHANGELOG.md 2018-11-26 11:28:24 +00:00
Richard Davey
f51de18bb2 Updated docs and added quick bail-out clause 2018-11-26 11:27:02 +00:00
Richard Davey
93a76475ea The Input Plugin was emitting a preUpdate event, with the capital U, instead of preupdate. This has now been corrected. Fix #4185 2018-11-26 11:13:25 +00:00
Richard Davey
31e0f95954 Update CHANGELOG.md 2018-11-21 11:53:50 +00:00
Richard Davey
ab85d480a7 Added setState method. 2018-11-21 02:24:54 +00:00
Richard Davey
7c00bd4dc8 Added Pointer.velocity and Pointer.angle as they're so common for gesture calculations. 2018-11-20 17:03:22 +00:00
Richard Davey
f1fdc5dcf5 Changing TileSprite.width or TileSprite.height will now flag the texture as dirty and call updateDisplayOrigin, allowing you to resize TileSprites dynamically in both Canvas and WebGL. 2018-11-20 15:32:15 +00:00
Richard Davey
625955178e Updated docs 2018-11-20 12:45:47 +00:00
Richard Davey
c22edb548a Update CHANGELOG.md 2018-11-20 11:07:50 +00:00
Richard Davey
8cd45a72b2 ESLint fixes 2018-11-20 11:02:19 +00:00
Richard Davey
ec570a639d Update CHANGELOG.md 2018-11-20 10:33:09 +00:00
Richard Davey
274f86cc97 Update CHANGELOG.md 2018-11-20 10:31:26 +00:00
Richard Davey
e9274601a9 Update CHANGELOG.md 2018-11-20 10:21:06 +00:00
Richard Davey
319e4de0a1 Update CHANGELOG.md 2018-11-20 09:46:49 +00:00
Richard Davey
068ba0f7cd Update CHANGELOG.md 2018-11-19 15:31:09 +00:00
Richard Davey
51223c518a Added Graphics.fill and Graphics.stroke 2018-11-19 11:09:53 +00:00
Richard Davey
202c6c9c1a Added nextFrame and previousFrame to the Animation component 2018-11-16 14:34:09 +00:00
Richard Davey
eb5da1f26d Docs update 2018-11-16 10:56:43 +00:00
Richard Davey
f85a79c0d7 There is a new boolean Game Config property called customEnvironment. If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 2018-11-16 10:46:30 +00:00
Richard Davey
476a31093a onFocus and onBlur ignore if locked 2018-11-13 19:47:47 +00:00
Richard Davey
578158cfcb Updated docs 2018-11-13 17:04:31 +00:00
Richard Davey
fb768e6262 Update CHANGELOG.md 2018-11-13 15:27:46 +00:00
Richard Davey
9e36f80105 Update CHANGELOG.md 2018-11-13 15:15:43 +00:00
Richard Davey
7d202111f1 Update CHANGELOG.md 2018-11-13 10:31:44 +00:00
Richard Davey
34d12a643e Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-12 23:20:04 +00:00
Richard Davey
c75b233226 Update CHANGELOG.md 2018-11-12 23:19:53 +00:00
Richard Davey
38b11b8947 Update CHANGELOG.md 2018-11-12 23:01:34 +00:00
Richard Davey
5f92b05fd7 Added game config keyboard capture flag for global preventDefault handling. 2018-11-12 22:22:12 +00:00
Richard Davey
23cc8b84e3 Added getConnectedScores method 2018-11-12 17:15:00 +00:00
Richard Davey
0557ee071b Updated setScore handling 2018-11-12 12:38:18 +00:00
Richard Davey
511707e4a7 Update CHANGELOG.md 2018-11-07 16:16:50 +00:00
Richard Davey
979fc7341f The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3 Game Objects have a new property called state. 2018-11-07 15:11:59 +00:00
Richard Davey
e34d759928 Removed sortGameObjects and getTopGameObject methods 2018-11-01 12:12:06 +00:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
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
7ca0edcdfc Update CHANGELOG.md 2018-10-24 15:26:31 +01:00
Richard Davey
d3b573a615 MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it. 2018-10-24 14:08:49 +01:00
Richard Davey
7bfd213b0d Update CHANGELOG.md 2018-10-23 17:47:59 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8 Added new jsdocs 2018-10-22 12:12:31 +01:00
Richard Davey
2180b1fe58 Update CHANGELOG.md 2018-10-19 18:32:14 +01:00
Richard Davey
aafac3df06 Update CHANGELOG.md 2018-10-19 16:14:54 +01:00
Richard Davey
ec443cce01 Update CHANGELOG.md 2018-10-19 15:33:47 +01:00
Richard Davey
73678526ce Update CHANGELOG.md 2018-10-19 13:50:39 +01:00
Richard Davey
f639091a01 Update CHANGELOG.md 2018-10-19 13:32:40 +01:00
Richard Davey
c9a4a240f8 The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list 2018-10-19 13:08:05 +01:00
Richard Davey
b52c63fe10 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-10-19 12:32:48 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Richard Davey
c9b7ce3938 The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method. 2018-10-18 22:04:41 +01:00
Richard Davey
61f74a2fc6 The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly. 2018-10-17 15:15:46 +01:00
Richard Davey
61008f4eda 3.15.1 Release 2018-10-16 16:24:43 +01:00
Richard Davey
017140f49a Update CHANGELOG.md 2018-10-16 15:24:02 +01:00
Richard Davey
daee448528 Updated change log 2018-10-16 11:45:07 +01:00
Richard Davey
24837c4312 Updated log 2018-10-12 18:32:42 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
3e9cc42f49 Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices. 2018-10-10 13:41:47 +01:00
Richard Davey
1025362781 Updated log 2018-10-08 17:03:06 +01:00
Richard Davey
8994d8f13e CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. 2018-10-05 18:30:00 +01:00
Richard Davey
4d13702c33 The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 2018-10-05 16:27:42 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00