Commit graph

597 commits

Author SHA1 Message Date
Richard Davey
a64d747c98 clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809 2018-07-06 16:34:11 +01:00
Richard Davey
1931716da3 Exposed isTinted bool 2018-07-06 16:22:42 +01:00
Richard Davey
901a75d053 setCrop will accept numbers or a Rectangle object 2018-07-06 12:57:42 +01:00
Richard Davey
f195a09530 Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned. 2018-07-05 23:54:51 +01:00
Richard Davey
f3a446797d Added new TextureCrop component 2018-07-05 13:06:28 +01:00
Richard Davey
43fc988034 Moved crop UV handler to the Frame method. Cleaner and easier. 2018-07-04 15:18:08 +01:00
Richard Davey
ee8c1b403a Fixed cropping with flipped images 2018-07-04 14:50:26 +01:00
Richard Davey
4b0ed8a0da Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-03 00:14:28 +01:00
Richard Davey
c82c09914e Updated UV values 2018-07-02 23:51:42 +01:00
Chris Andrew
3360825ec3 Fixed minor change log typos. 2018-07-02 23:10:16 +01:00
Richard Davey
a02d5ffdc8 Updated change log 2018-07-02 16:44:32 +01:00
Richard Davey
cf008e612c Added e and f properties and multiplyWithOffset and copyFrom 2018-07-02 15:33:54 +01:00
Richard Davey
8a7ead03a8 Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor. 2018-07-02 13:43:35 +01:00
Richard Davey
390ae5f683 Update 2018-07-02 13:32:20 +01:00
Richard Davey
fe61cfe2d1 You can now set the WebGL batch size in the Game Config via the property batchSize. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls. 2018-07-02 12:33:46 +01:00
Richard Davey
b57d94ae33 Typo fixes 2018-06-29 01:07:14 +01:00
Richard Davey
f97ce72e16 Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797 2018-06-28 14:17:04 +01:00
Richard Davey
217779604c Added tileScaleX and tileScaleY support for Tile Sprites 2018-06-28 12:59:27 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
1bfe58ab55 remove can take an array of cameras and also no longer needs total to be > 0 2018-06-27 13:03:40 +01:00
Richard Davey
183f5c4260 CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set. 2018-06-27 12:45:54 +01:00
Richard Davey
f2b7fd0a32 Removed the cameraX properties because they fall out of sync on camera remove 2018-06-27 12:13:37 +01:00
Richard Davey
da2b91b460 ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 2018-06-27 11:31:51 +01:00
Richard Davey
d02d6532fd TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789 2018-06-27 11:20:21 +01:00
Richard Davey
0fdeec2e26 Updated docs 2018-06-26 17:43:05 +01:00
Richard Davey
c2fbad8356 Added jsdocs. Now 100% complete! 2018-06-26 17:24:51 +01:00
Richard Davey
f1190529d2 ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776 2018-06-26 16:35:45 +01:00
Richard Davey
b95f980023 Added in data object passing to all relevant methods #3748 2018-06-26 16:08:14 +01:00
Richard Davey
bb7b99a4db Updated log and formatting 2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc Camera.alpha (and its related method Camera.setAlpha) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game. 2018-06-25 17:35:36 +01:00
Richard Davey
51468fdefc Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-25 16:25:42 +01:00
Richard Davey
d20188b75d Removed camera pool, renamed current ID and added accessor properties 2018-06-25 16:10:50 +01:00
Richard Davey
0c55745206 Updated log 2018-06-25 16:06:31 +01:00
Chris Andrew
3b3005926a Updated change log. 2018-06-24 00:55:57 +01:00
Richard Davey
6df877cfa3 Docs update 2018-06-23 12:33:20 +01:00
Richard Davey
472df6a7be Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets. 2018-06-21 15:54:54 +01:00
Richard Davey
2ff6845360 Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 2018-06-21 14:03:31 +01:00
Richard Davey
3e3b0d6397 Fixed issue where negative camera bounds wouldn't clamp properly 2018-06-21 12:33:20 +01:00
Richard Davey
2c8c4c7a16 Bob.setFrame didn't actually set the frame on the Bob, now it does. Fix #3774 2018-06-20 19:33:59 +01:00
Richard Davey
8fadf99c85 Updated change log 2018-06-20 17:52:23 +01:00
Richard Davey
7d573a35eb Added Camera.setDeadzone method, updated startFollow and added jsdocs. 2018-06-20 14:26:36 +01:00
Richard Davey
d15ac52f02 Updated log 2018-06-19 23:37:08 +01:00
Richard Davey
f1fe131e56 Tidying up Render Texture to make it more useful 2018-06-19 14:14:37 +01:00
Richard Davey
62661b46fb Updated rounded rect functions 2018-06-19 13:17:38 +01:00
Richard Davey
56df2ea829 Updated change log 2018-06-19 12:40:29 +01:00
Richard Davey
e5fbcd5574 Calling Tween.play on a tween created via TweenManager.create wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 2018-06-19 12:28:29 +01:00
Richard Davey
28851ff69b Use hyphens instead of underscores. Fix #3751 2018-06-14 13:30:33 +01:00
Richard Davey
52d04ee5f9 The LoaderPlugin didn't emit the filecomplete event if any of files failed to load, causing it to fail to run the Scene create function as well. Fix #3750 2018-06-14 13:23:15 +01:00
Richard Davey
62deef81d8 Preparing for 3.11.0 development 2018-06-13 15:51:07 +01:00
Richard Davey
6456ef10a6 Touch pointer total fix
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
16f61b402b 3.10 Release 2018-06-13 09:00:40 +01:00
Richard Davey
641abd300b Updated the change log 2018-06-12 16:21:44 +01:00
Richard Davey
6dba00a9a7 Updated change log 2018-06-12 13:15:07 +01:00
Richard Davey
5313343730 Pointers capped at 10 max. 2018-06-11 13:39:28 +01:00
Richard Davey
e6e33f5e21 Added Game.isOver and mouseover and mouseout events. 2018-06-11 12:32:25 +01:00
Richard Davey
c24f3b8fdb Updated change log 2018-06-11 11:54:09 +01:00
Richard Davey
0b8915520b Added eslint rules. Fixed incorrect ES6 use. 2018-06-11 09:05:52 +01:00
Richard Davey
4304811dde Added new Pixel Perfect input handler and makePixelPerfect method. 2018-06-08 17:50:47 +01:00
Richard Davey
680d34b3c4 Convert Gamepad Manager to an Input Plugin 2018-06-08 16:17:58 +01:00
Richard Davey
02554984fe Removed KeyboardManager and replaced with KeyboardPlugin
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
43fd10bbc1 ScenePlugin.run is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started. 2018-06-08 15:07:00 +01:00
Richard Davey
a2c20a9aa7 lint fixes 2018-06-05 01:08:32 +01:00
Richard Davey
c0ac1259ea Significant Data Manager overhaul.
Adds in values property, removes redundant functions, streamlines the event flow, adds features to the get and set handlers.
2018-06-05 01:01:13 +01:00
Richard Davey
a0e4a07920 In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 2018-06-04 22:29:58 +01:00
Richard Davey
dced3a2090 Updated log. 2018-06-04 22:15:05 +01:00
Richard Davey
719a2eedca Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 2018-06-04 21:04:27 +01:00
Richard Davey
a804d7fc75 Formatting fixes. 2018-06-04 17:26:47 +01:00
Richard Davey
8aacb7fe77 Typo 2018-06-04 17:13:38 +01:00
Richard Davey
6092088afc Updated change log. 2018-06-04 17:03:38 +01:00
Richard Davey
699951bc40 Updated change log 2018-06-04 16:49:17 +01:00
Richard Davey
ecfbea8bd4 Updated change log. 2018-06-04 15:19:32 +01:00
Richard Davey
130ab75c74 Updated change log 2018-06-04 13:24:55 +01:00
Richard Davey
e7fec396e1 If a Body collides with a Static Body it will now set the blocked properties accordingly 2018-06-03 21:17:33 +01:00
Richard Davey
e3e4130a15 Updated log 2018-06-03 17:08:16 +01:00
Richard Davey
fb817833a5 Updated change log 2018-06-02 12:45:34 +01:00
Richard Davey
95826aa95f Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-01 19:19:21 +01:00
Richard Davey
2a4e6ae56e Updated log with Arcade Physics changes 2018-06-01 19:19:18 +01:00
Chris Andrew
4750e92be4 Fixed a method signature issue with the Animation component's 'remove' event handler.
This prevented removed animations from stopping correctly, when they were removed from the AnimationManager.
2018-06-01 14:37:15 +01:00
Richard Davey
2dc7f1dc4e Updated change log 2018-06-01 00:06:05 +01:00
Chris Andrew
b2ef86534e Updated change log. 2018-05-31 18:05:54 +01:00
Chris Andrew
ee6f48b10c Fixed an incorrect usage of Math.abs() in Quaternion.calculateW() (thanks @qxzkjp). 2018-05-31 18:05:31 +01:00
Chris Andrew
fb55b9bb44 Updated change log. 2018-05-31 17:44:22 +01:00
Richard Davey
f45ab89f8d The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 2018-05-31 16:57:30 +01:00
Richard Davey
20e21ff5ac Rectangle.RandomOutside is a new function that takes two Rectangles, outer and inner, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle. 2018-05-31 14:07:39 +01:00
Richard Davey
a739be27a1 RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time 2018-05-29 12:07:40 +01:00
Richard Davey
a7da8dc28f The Canvas RenderTexture drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 2018-05-29 11:50:23 +01:00
Richard Davey
d2981a8576 Preparing for 3.10 dev work 2018-05-25 00:21:01 +01:00
Richard Davey
23d3fe3774 3.9.0 Release 2018-05-24 23:42:40 +01:00
Richard Davey
6cfc5d49e7 The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 2018-05-24 23:17:33 +01:00
Richard Davey
3d9da060c5 Camera.shake would not effect dynamic tilemap layers. Fix #3669 2018-05-24 23:02:59 +01:00
Richard Davey
7d692bc7dc Added Camera.followOffset property and helper methods setLerp and setFollowOffset. 2018-05-24 17:30:28 +01:00
Richard Davey
f8cda698e4 Added Camera.lerp and implemented linear interpolation when following targets 2018-05-24 15:29:38 +01:00
Richard Davey
57c2ccbf5e Formatting fix and doc update 2018-05-24 14:03:29 +01:00
Richard Davey
35a5a6d2da updated change log 2018-05-24 13:49:51 +01:00
Richard Davey
68303622f2 Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 2018-05-23 15:17:26 +01:00
Richard Davey
6eea9db9b2 jsdoc fixes. FIx #3694 2018-05-23 15:04:54 +01:00
Richard Davey
63bb14c37c Log update 2018-05-23 14:58:44 +01:00
Richard Davey
b6768f8a0f Added contributor 2018-05-22 23:23:01 +01:00
Richard Davey
8aa116ca4b The dragend event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 2018-05-22 21:24:50 +01:00
Richard Davey
de8462efed Added default values and tidied up docs a little 2018-05-22 16:19:18 +01:00
Richard Davey
a9cbf23b4e Log update 2018-05-22 16:13:05 +01:00
Richard Davey
457ab68ef4 Container updated to use preDestroy and remove event hooks 2018-05-22 16:02:28 +01:00
Richard Davey
0b1d32b571 New registerFileType argument, new Global Plugin mapping and createEntry method
* PluginManager.registerFileType has a new property `addToScene` which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
* PluginManager.install has a new property `mapping`. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
* PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
2018-05-18 18:43:27 +01:00
Richard Davey
56888fd5db Game will now auto-focus and prevent focus loss for the keyboard when clicking away and back again
* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
2018-05-18 17:37:45 +01:00
Richard Davey
7c28a7bd08 Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob, plus JSDocs completed. 2018-05-18 14:44:25 +01:00
Richard Davey
9429a28574 The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 2018-05-18 13:16:17 +01:00
Richard Davey
ef2b8d68b6 setInteractive now works on non-zero sized Containers. Sorting fixed. 2018-05-18 12:48:12 +01:00
Richard Davey
919676ae10 PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 2018-05-17 12:16:14 +01:00
Richard Davey
b4f371edc5 Preparing for 3.9 dev 2018-05-16 22:05:25 +01:00
Richard Davey
0d0846a415 Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this. 2018-05-16 15:17:08 +01:00
Richard Davey
dfc3cb92c0 3.8.0 Release 2018-05-16 15:08:01 +01:00
Richard Davey
26faa58ad7 Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a getBounds on a nested container to fail. Fix #3624 2018-05-15 16:23:33 +01:00
Richard Davey
5b0cb0faf3 All Game Objects have a new method setRandomPosition which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size. 2018-05-15 15:58:53 +01:00
Richard Davey
2f4358fed4 The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events 2018-05-15 15:57:26 +01:00
Richard Davey
9500a6ee32 When calling generateFrameNames to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data 2018-05-15 15:34:57 +01:00
Richard Davey
6ef465a734 Animation.yoyo was ignored when calculating the next frame to advance to, breaking the yoyo effect. It now yoyos properly 2018-05-15 09:40:22 +01:00
Richard Davey
f410dc3d88 The Headless renderer was broken due to an invalid access during TextureSource.init. 2018-05-15 08:51:54 +01:00
Richard Davey
bdf9f5ce60 Utils.Array.BringToTop failed to move the penultimate item in an array due to an index error. Fix #3658 2018-05-15 08:45:39 +01:00
Richard Davey
4741ee02b1 Updated docs and lint fixes 2018-05-11 18:55:44 +01:00
Richard Davey
2f4c52b7e4 Remapped EventEmitter correctly to Phaser.Events.EventEmitter 2018-05-11 14:05:34 +01:00
Richard Davey
0a46c13f4c Working through new plugin structure 2018-05-11 01:50:37 +01:00
Richard Davey
11cbf0cf8d Marked the children parameter as optional. Fix #3657 2018-05-10 23:32:46 +01:00
Richard Davey
cc9d3160b1 Update type 2018-05-10 13:07:49 +01:00
Richard Davey
7a4b29872e Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653 2018-05-10 12:25:33 +01:00
Richard Davey
835bc37e32 Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls setTexture2D if the bob sourceIndex has changed, previously it called it for every single bob. 2018-05-09 15:13:06 +01:00
Richard Davey
056e74d6dc Added compression object for future texture compression support. 2018-05-09 13:46:19 +01:00
Richard Davey
6350976329 Updated change log 2018-05-09 13:02:31 +01:00
Richard Davey
89329a2315 Added getMaxTextures and getMaxTextureSize methods 2018-05-09 12:12:16 +01:00
Richard Davey
d90e012898 Preparing for 3.8.0 2018-05-09 11:23:41 +01:00
Richard Davey
7788602518 3.7.1 Release 2018-05-08 23:47:33 +01:00
Richard Davey
57918bb50f Removed the need for raw-loader in webpack. Shaders now build to standard JS files. Removed fs requirement. 2018-05-08 23:04:57 +01:00
Richard Davey
ec3bd4c729 The WebAudioSoundManager will now listen for 'click' events on the document body, as well as touch events, before resuming the AudioContext. 2018-05-08 16:51:43 +01:00
Richard Davey
672a535d88 Added disableInteractive and removeInteractive methods. #3621 2018-05-08 16:15:50 +01:00
Richard Davey
cfef9c97aa Updated change log 2018-05-08 13:16:59 +01:00
Richard Davey
560b0ca84b Binary files have a new optional dataType property to cast the data to upon load. 2018-05-08 01:12:41 +01:00
Richard Davey
ad6c08a4d0 Preparing for 3.7 release next week 2018-05-04 18:57:34 +01:00
Richard Davey
7c53e13e81 Finished jsdocs 2018-05-04 18:50:10 +01:00
Richard Davey
8e7df2a234 You can now set the X-Requested-With header in the XHR requests by specifying it in your XHRSettings config, either in the game, scene or file configs. 2018-05-04 17:33:48 +01:00
Richard Davey
8b574f271f Loader.enableParallel has been removed. If you don't want parallel file loads then set the maximum parallel limit to 1. Related to this, the Game Config loaderEnableParallel property has been removed. 2018-05-04 17:13:27 +01:00
Richard Davey
faef3449f5 Added jsdocs 2018-05-04 16:00:02 +01:00
Richard Davey
6d83cae2dc The Texture class has a new method getDataSourceImage which will return the raw image data of the data source. 2018-05-04 14:33:02 +01:00
Richard Davey
97dd683ea1 The Forward Diffuse Light Pipeline was hard coded to assume the normal map would be stored in the source index zero. It now correctly obtains the normal map from the frame source index, which means all Game Objects that used frames from multi-atlas textures will now work with lights properly. 2018-05-04 14:31:19 +01:00
Richard Davey
82591113bd Updated change log 2018-05-04 02:36:53 +01:00
Richard Davey
107ca71d6b BitmapText, both static and dynamic, can now take any data-type, including numbers, for the text argument in the constructor. Before they only worked via setText 2018-05-03 15:52:12 +01:00
Richard Davey
ab303f0f1f Updated change log 2018-05-03 00:36:37 +01:00
Richard Davey
28251fd0f5 addToScene added to all Game Object Creators 2018-05-02 10:57:26 +01:00
Richard Davey
a14ce15685 Fixed setActive and setVisible 2018-05-01 12:35:56 +01:00
Richard Davey
e1532b3154 The Scene Systems will emit a ready event when it has fully finished starting up and all plugins are available. Fix #3636 2018-05-01 12:22:18 +01:00
Richard Davey
5d3c06d8b7 ScenePlugin.getIndex will return the index of the given Scene in the Scene List. 2018-05-01 01:23:19 +01:00
Richard Davey
63dbd9fd12 The Animation Component setProgress method was setting the frame on the wrong object. Fix #3633 2018-04-30 12:37:50 +01:00
Richard Davey
fbb6143f81 Updated change log 2018-04-30 12:28:33 +01:00
Richard Davey
9a974514ff Added new LinkFile class and updated other file types to use it. 2018-04-27 18:44:12 +01:00
Richard Davey
ef136f684d Polygon.setTo would fail if given an array of arrays as a list of points. Fix #3619 2018-04-26 15:55:27 +01:00
Richard Davey
65c54f4b8d Array.AddAt would fail if it branched to the fast-path within a Container due to an invalid property. Fix #3617 2018-04-26 15:44:56 +01:00
Richard Davey
b421499b89 Updated log 2018-04-26 13:05:57 +01:00
Richard Davey
b4ddfe3181 Updated log 2018-04-26 13:05:00 +01:00
Richard Davey
103e0c8727 Updated RandomDataGenerator.shuffle to remove several internal calls as min is always zero 2018-04-26 13:02:13 +01:00
Richard Davey
038bbcc7bc Fixed the remaining file types. 2018-04-25 23:16:17 +01:00
Richard Davey
d258fc30e9 Change log udpated 2018-04-25 17:16:46 +01:00
Richard Davey
8bdeb69716 Updated change log 2018-04-23 23:53:04 +01:00
Richard Davey
6c3ed1e455 Updated change log 2018-04-23 23:47:14 +01:00
Richard Davey
ced2d34b34 BitmapMask and GeometryMask both have new destroy methods which clear their references, freeing them for gc. 2018-04-23 00:13:04 +01:00
Richard Davey
a7651349f0 Updated change log 2018-04-22 23:10:14 +01:00
Richard Davey
445439e253 The Texture Manager will now emit an addtexture event whenever you add a new texture to it, which includes when you load images files from the Loader (as it automatically populates the Texture Manager). Once you receive an addtexture event you know the image is loaded and the texture is safe to be applied to a Game Object. 2018-04-20 18:57:23 +01:00
Richard Davey
1185586b23 Web Audio context.close now picks up the Promise. 2018-04-20 14:01:57 +01:00
Richard Davey
e3aa437340 DataManagerPlugin would throw an error on Game.destroy if you had any Scenes in the Scene Manager had not been run. Fix #3596 2018-04-20 13:34:45 +01:00
Richard Davey
4018d6ab39 Added require.extensions and eslint rule. Fix #3598 2018-04-20 01:10:04 +01:00
Richard Davey
6299019838 Updated to use typeof DefinePlugin check. 2018-04-20 00:23:24 +01:00
Richard Davey
fc4fdc4e3c Preparing for 3.6.1 2018-04-19 22:47:10 +01:00
Richard Davey
75b250ba5b 3.6.0 Release 2018-04-19 14:45:54 +01:00
Richard Davey
cfc4528370 Containers no longer in beta. 2018-04-19 14:35:17 +01:00
Richard Davey
305ffdf840 Updated change log 2018-04-19 14:28:22 +01:00
Richard Davey
3d0be3e20c Group.remove and clear have optional destroyChild arguments 2018-04-19 14:13:46 +01:00
Richard Davey
176b085402 jsdoc fix 2018-04-19 13:28:10 +01:00
Richard Davey
f2c629c588 Updated change log 2018-04-18 22:46:49 +01:00
Richard Davey
f57ab02fe6 Recoded how RTree generations its functions. Solves perf issue introduced in 3.4 Fix #3594 2018-04-18 22:32:52 +01:00
Richard Davey
c391662faa Updated log and changed version 2018-04-18 13:29:15 +01:00
Richard Davey
6772a548dc Preparing for 3.6.0 2018-04-17 20:55:47 +01:00
Richard Davey
765730c4b6 3.5.1 Release 2018-04-17 20:51:31 +01:00
Richard Davey
152a01731b Updated log 2018-04-17 18:17:50 +01:00
Richard Davey
89c9da54ac Added more contributors 2018-04-17 17:04:43 +01:00
Richard Davey
8eef87b858 Log update 2018-04-17 16:00:02 +01:00
Richard Davey
d8c519c88c Updated change log 2018-04-17 02:37:56 +01:00
Richard Davey
07a55e5d1f Removed debug call and merged Scene Systems boot and start sequences. Fix #3579 2018-04-17 02:34:07 +01:00
Richard Davey
1eff0b2889 Phaser 3.5.0 Build 2018-04-16 19:44:39 +01:00
Richard Davey
5ccac599a6 Updated docs and destroy properties 2018-04-16 17:14:12 +01:00
Richard Davey
b28a7276f4 Fixed Game.destroy 2018-04-16 17:02:32 +01:00
Richard Davey
c37c6365d3 The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 2018-04-16 16:07:52 +01:00
Richard Davey
ccb2ed5f50 Updated change log 2018-04-15 23:45:59 +01:00
Richard Davey
ccf72228e3 Updated change log 2018-04-15 23:34:01 +01:00
Richard Davey
e8d50a9796 Explained changes to cameras 2018-04-15 13:00:43 +01:00
Richard Davey
ce7d67297f Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions 2018-04-15 12:44:47 +01:00
Richard Davey
02be81cc48 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-04-15 05:05:09 +01:00
Richard Davey
ae603240e1 Camera.cullHitTest has been removed. It was never used internally and duplicates the code in Camera.cull. 2018-04-15 04:01:39 +01:00
Pavle Goloskokovic
8b2473104e Fixes #3309 2018-04-14 19:04:50 +02:00
Richard Davey
06e5fc0336 Camera extends Event Emitter and moved to effect based system 2018-04-14 12:35:14 +01:00
Richard Davey
b5ba6a6afb Added enabled property 2018-04-14 04:23:11 +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
7aad8afa02 Log update 2018-04-13 17:21:34 +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
c8bbea552d Fixed issue in HTMLAudioSound where mute would get into a recursive loop. 2018-04-13 12:53:03 +01:00
Richard Davey
623df29522 The Scene Manager would never reach an isBooted state if you didn't add any Scenes into the Game Config. Fix #3553 2018-04-13 12:24:02 +01:00
Richard Davey
a193210171 Log update 2018-04-13 12:16:21 +01:00
Richard Davey
e99f2e78e4 Updated log 2018-04-13 12:10:03 +01:00
Richard Davey
8afa6c9c7f MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 2018-04-13 12:07:27 +01:00
Richard Davey
9774b6ee37 Updated change log 2018-04-12 23:12:34 +01:00
Richard Davey
1802f8b30b GetBounds getTopLeft, getTopRight, getBottomLeft and getBottomRight all have a new optional argument includeParent which will factor in all ancestor transforms to the returned point. 2018-04-12 17:42:16 +01:00
Richard Davey
ad4109aece Updated sortHandlerGO to handle any depth containers. 2018-04-12 02:11:40 +01:00
Richard Davey
53425bdae9 Matter Image and Matter Sprite didn't define a destroy method, causing an error when trying to destroy the parent Game Object. Fix #3516 2018-04-11 14:35:18 +01:00
Richard Davey
70c7732a1e When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also removeAllListeners for any local events. 2018-04-11 14:00:58 +01:00
Richard Davey
011e67d0f0 The Matter SetBody Component will no longer try to call setOrigin unless the Game Object has the origin component (which not all do, like Graphics and Container) 2018-04-11 13:47:22 +01:00
Richard Davey
ffd1d218e6 Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it. 2018-04-11 12:44:37 +01:00
Richard Davey
28744bd0a3 Updated change log 2018-04-11 11:25:40 +01:00
Richard Davey
7aae84a790 Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this 2018-04-11 10:39:20 +01:00
Richard Davey
f425cfb925
Merge branch 'master' into scene-config-for-add-map 2018-04-11 10:28:28 +01:00
Richard Davey
fc6a7e84f7 Updated Change Log 2018-04-11 10:22:44 +01:00
Richard Davey
2df61ab96b
Merge pull request #3543 from rexrainbow/master
Add 'destroy' event of sound object
2018-04-11 10:14:55 +01:00
Richard Davey
3e223211aa Updated log 2018-04-11 10:12:31 +01:00
Hua
978c179054 Add description of this PR 2018-04-11 16:35:17 +08:00
Richard Davey
97cd94b3de Updated log 2018-04-11 02:18:30 +01:00
Richard Davey
c5cc126a6e Updated change log 2018-04-10 15:55:06 +01:00
Richard Davey
bf81a7dd06 TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally. 2018-04-10 15:20:50 +01:00
Richard Davey
330eac1ebc List is now internally using all of the new Utils.Array functions. 2018-04-10 04:00:39 +01:00
Sebastian Warmbrunn
5d1405c4d9 Add change to CHANGELOG.md
This adds a description of the new scene config option
mapAdd to the changelog.
2018-04-09 21:40:05 +02:00
Richard Davey
3c5d3db267 Testing exclusive setting 2018-04-09 17:33:55 +01:00
Richard Davey
5f9972c791 LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 2018-04-09 13:55:41 +01:00
Richard Davey
833355a9a4 Tween.resume will now call Tween.play on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 2018-04-09 13:25:20 +01:00
Richard Davey
7a02cac739 Updated change log 2018-04-09 12:57:55 +01:00
Richard Davey
825d7d8a76
Merge branch 'master' into master 2018-04-09 10:27:13 +01:00
Richard Davey
6ae000a5a0 Updated change log 2018-04-09 10:24:31 +01:00
Richard Davey
c358434754 Updated log 2018-04-07 17:04:48 +01:00
Richard Davey
b3a20d475a Removed null and updated log 2018-04-07 16:18:48 +01:00
Richard Davey
fa43b8c4ef Updated change log 2018-04-07 15:57:53 +01:00
Richard Davey
c6a9b0e3ba Change Log updated 2018-04-07 12:35:34 +01:00
Richard Davey
e31cae93d2 Tilemap Layers should use the ComputedSize component 2018-04-05 14:43:07 +01:00
Richard Davey
7fbb055528 Updated 2018-04-05 13:52:30 +01:00
Richard Davey
34b236df41 Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point. 2018-04-05 11:24:56 +01:00
Richard Davey
44f7993fb0 Updated change log 2018-04-05 08:52:50 +01:00
Richard Davey
4466f28e44 Updated log 2018-04-05 08:48:35 +01:00
Richard Davey
f98107bb88 Updated change log 2018-04-04 17:18:53 +01:00
Richard Davey
e734e7ef6b Extensive Animation API changes to use milliseconds, improve docs and access to properties 2018-04-04 16:13:45 +01:00
Richard Davey
552cfe3c5e Animation Component overhaul 2018-04-04 14:44:09 +01:00
Richard Davey
51d29b818d Animation.updateFrame will now call setSizeToFrame on the Game Object, which will adjust the Game Objects width and height properties to match the frame size. Fix #3473 2018-04-04 13:14:41 +01:00
Richard Davey
af12eaac77
Merge branch 'master' into FR3472 2018-04-04 11:28:58 +01:00
Richard Davey
dac030dd3e Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object. 2018-04-04 11:13:19 +01:00
Richard Davey
0c200054b6 LineCurve.getResolution was missing the divisions argument and always returning 1, which made it fail when used as path of a Path. It now defaults to return 1 unless specified otherwise 2018-04-04 10:29:12 +01:00
Richard Davey
3546aa08f1 Updated log 2018-04-03 23:56:18 +01:00
Richard Davey
0b51671cb0 Updated change log 2018-04-03 17:30:21 +01:00