Commit graph

266 commits

Author SHA1 Message Date
Hua
3010c005dc Fix bug of game.destroy() 2019-11-27 11:09:12 +08:00
samme
bc55428c49 Check pendingDestroy in headlessStep()
Fixes #4804
2019-10-15 12:00:44 -07:00
Richard Davey
ca74b85b75 Better Sound Manager type 2019-08-07 18:20:19 +01:00
Richard Davey
b86d737e2e Game.getTime would return NaN because it incorrectly accessed the time value from the TimeStep. 2019-05-24 15:27:33 +01:00
Richard Davey
c91ed91ce3 License link update 2019-05-10 16:15:04 +01:00
Richard Davey
a269816129 Core Types 2019-05-09 11:50:26 +01:00
Richard Davey
e0a9980fda Updated docs 2019-04-30 17:11:26 +01:00
Richard Davey
a47019b415 Keep the property but set to null by default. 2019-04-24 12:54:48 +01:00
Richard Davey
61921525f1 There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files. 2019-04-24 12:23:21 +01:00
Richard Davey
950fc79e2e Took DOM Element out of experimental and hooked to the Scale Manager 2019-04-09 23:28:40 +01:00
Richard Davey
f62ec4a739 Config typedefs done 2019-02-13 12:58:04 +00:00
Richard Davey
17d56bd8ac Moved jsdoc comment to stop weird TS module generation 2019-02-08 13:08:32 +00:00
Richard Davey
21c06668fb jsdoc fix 2019-01-29 23:21:24 +00:00
Richard Davey
cb7b335d7f Moved ScaleManager to its own namespace (Phaser.Scale) and out of DOM 2019-01-29 15:42:27 +00:00
Richard Davey
4182228e5a Updated DOM Container reference 2019-01-29 15:18:04 +00:00
Richard Davey
20c768e1af Missed a console log 2019-01-18 13:42:49 +00:00
Richard Davey
bc962c25dc All listeners use the new Events 2019-01-18 13:41:43 +00:00
Richard Davey
25c1a5fe74 Added Texture Manager Events and moved 'ready' responsibility to it 2019-01-17 11:54:41 +00:00
Richard Davey
95dde9a320 Finished the Game events 2019-01-15 16:27:32 +00:00
Richard Davey
aa341854c7 Happy New Year 2019-01-15 16:20:22 +00:00
Richard Davey
e882218fc4 Renamed boot to core and updated events accordingly 2019-01-15 16:17:04 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
89885dcb7c Refactored the Input Manager. 2016-11-10 00:10:39 +00:00
photonstorm
519c121a52 Updated the way the State Config works. 2016-11-09 14:52:53 +00:00
Richard Davey
48f90fec34 Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object. 2016-11-08 01:50:57 +00:00
photonstorm
b3c2ddb420 Pre-crash salvage. 2016-11-07 17:05:14 +00:00
Richard Davey
4b42972a9b Comment out some parts that don't work yet. 2016-11-07 00:33:42 +00:00
Richard Davey
89a737a620 State Manager holds all given states until booted before creating them. 2016-11-04 05:41:00 +00:00
Richard Davey
f9745bbce3 States now own a Loader instance, rather than it being a Phaser global. 2016-11-04 03:21:04 +00:00
Richard Davey
a366ef8f3c New State Manager up and running. 2016-11-04 02:08:17 +00:00
Richard Davey
2dd7e68707 Extends the Factory. 2016-11-03 22:26:28 +00:00
Richard Davey
03b651f79f Loads of tweaks re: Transform inheritance. 2016-11-01 00:31:45 +00:00
photonstorm
fd3898742f Added ability to toggle multi-texture support at run-time. 2016-10-25 16:44:23 +01:00
photonstorm
15fbd0962d Renamed to Update Manager. 2016-10-14 08:58:12 +01:00
photonstorm
e06b900a61 Removed antialias, transparent and physicsConfig arguments from the Game constructor. 2016-10-14 06:30:07 +01:00
photonstorm
60d348c464 Implemented a Dirty Transform Manager. Testing it out, but so far, so good. 2016-10-14 04:09:07 +01:00
photonstorm
d0cb0f2457 Commented out World and Camera for now. 2016-10-14 02:19:10 +01:00
Richard Davey
d6bb27f51c Disabled the Debug class. 2016-10-13 01:54:01 +01:00
Richard Davey
70729234e8 Added the Texture Manager into the core systems list. 2016-10-10 23:39:52 +01:00
Richard Davey
0af16817a5 Refactored GameObjects to GameObject. 2016-10-09 22:27:58 +01:00
Richard Davey
d137d3e989 Swapped over to using the new Factory. 2016-10-08 16:31:08 +01:00
Richard Davey
729020477a New Game Objects structure in place, and starting to take shape.
Moved BitmapData and RenderTexture into the textures folder for now.

All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.

New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
photonstorm
03f67a2677 Refactored WebGL renderer working for Sprites and Containers. 2016-10-04 15:39:54 +01:00
photonstorm
1da95994a5 First pass of the newly re-structured Canvas Renderer (still using old texture system though). 2016-10-03 12:44:54 +01:00
Richard Davey
e47a7741c3 Modified showDebugHeader so it works on Chrome, FF and Safari. Updated colors and text. Removed the easter egg. 2016-09-29 02:48:48 +01:00
photonstorm
c836d4bfbd PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
Richard Davey
b0ce81bec0 Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI, or you can pass the property multiTexture: true in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
photonstorm
ad0e4aca2e Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
Richard Davey
4548d70369 Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278 Experimenting with new MainLoop + position interpolation. 2016-07-12 03:05:29 +01:00