Commit graph

6621 commits

Author SHA1 Message Date
Richard Davey
c1111753f0 Added getBase64 method 2018-07-27 09:43:12 +01:00
Richard Davey
c65e3c7428 Added FB Instant Games Plugin to core (will prepare for moving to unique build once feature complete) 2018-07-27 08:33:51 +01:00
Richard Davey
1abe90433f Updated log and docs 2018-07-27 02:49:05 +01:00
Richard Davey
a63acd0427 Updated docs. 2018-07-27 02:40:56 +01:00
Richard Davey
9331c15c48 Updated to use tint object. 2018-07-27 02:14:08 +01:00
Richard Davey
6027b65500 Added fill gradient and line gradient methods 2018-07-27 02:13:58 +01:00
Richard Davey
0c50b0eba8 Typo 2018-07-27 02:13:41 +01:00
Richard Davey
4481795d32 Swapped to using getX / getY 2018-07-27 00:53:00 +01:00
Richard Davey
8873bdcbf6 Fixed pipeline method call 2018-07-26 23:50:54 +01:00
Richard Davey
6877582531 Removed un-used pipeline and shaders 2018-07-26 23:43:49 +01:00
Richard Davey
4bdecf488b jsdocs tweaks 2018-07-26 23:41:52 +01:00
Richard Davey
a09c2a4958 Now uses customViewports counter to avoid scissor setting and skips box check 2018-07-26 23:05:25 +01:00
Richard Davey
f2290abf9b Added new customViewports counter 2018-07-26 23:05:08 +01:00
Richard Davey
1a62a3563e Added refs to config and Scene Manager and new customViewport bool 2018-07-26 23:04:53 +01:00
Richard Davey
1777e16227 Sorting out the scissor stack 2018-07-26 17:50:07 +01:00
Richard Davey
d093f35e5c Merged all of the required FTP methods into TTP. 2018-07-26 16:34:04 +01:00
Richard Davey
cc3ed1659e Lint fix. 2018-07-26 16:33:51 +01:00
Richard Davey
e0c0db5f8e Final bit of tidying up before merging this with the TTP. 2018-07-26 16:33:43 +01:00
Richard Davey
90219d46b3 Removed all references to the FlatTintPipeline. 2018-07-26 16:33:29 +01:00
Richard Davey
5dbd7591cd Graphics now using the TextureTintPipe. Farewell draw calls! 2018-07-26 16:33:02 +01:00
Richard Davey
e851209b41 Camera effects using the new drawFillRect method. 2018-07-26 16:32:31 +01:00
Richard Davey
947d301f42 Removed the unit batch from TTP and put it into FDLP 2018-07-26 15:31:44 +01:00
Richard Davey
bda9159cb0 Textures now use the frame UV values. 2018-07-26 15:05:10 +01:00
Richard Davey
d3e07b519a Added setBlankTexture method 2018-07-26 15:04:46 +01:00
Richard Davey
1cc0e7d5e5 Moved the rendering code from the pipeline to the Graphics object 2018-07-26 15:04:35 +01:00
Richard Davey
620c5a3360 Added Graphics.setTexture and a clear texture command 2018-07-26 15:04:19 +01:00
Richard Davey
7acbbcf58a Fixed linejoin, added arc and triangle, tidying up code 2018-07-26 13:49:05 +01:00
Richard Davey
39a6622623 Working on joints 2018-07-26 09:58:33 +01:00
Thomas Felix
43f6b1d231 fix: Corrects the wrong JSdoc comments
Wrong comments lead to a faulty Typescript Definition file missing
the depth attribute.
2018-07-25 22:13:38 +02:00
Richard Davey
3a2fcd0951 Updated path drawing, sorting out line-cap differences with Canvas 2018-07-25 17:04:44 +01:00
Richard Davey
9d11b93b05 Updated shader 2018-07-25 13:06:22 +01:00
tarsupin
79d64abaa3
Add spaces after ifs 2018-07-24 20:06:18 -05:00
tarsupin
2e72c9966b
Reset body to match current frame
When using setSize, empty height and width will automatically assign to match the current frame of the game object.
2018-07-24 20:05:51 -05:00
tarsupin
7af6e5477f
Empty params reset to current texture size
If the width and height aren't provided, it resets the body's size to match the current frame of the game object's texture.
2018-07-24 19:53:41 -05:00
Richard Davey
4c25d12b44 Recoding the FTP. Rects and Tris working again. 2018-07-25 01:27:03 +01:00
Richard Davey
9e40b16e4f Added getX and getY to cut down on code in pipelines. 2018-07-25 01:26:41 +01:00
Richard Davey
7ccd469048 Updated the jsdocs. 2018-07-25 00:18:45 +01:00
Richard Davey
05a6275d9a Added copyToArray method. 2018-07-25 00:18:33 +01:00
Richard Davey
0516fd47f7 The Flat Tint Pipeline is now using the same shader as the Texture Tint
Time to make sure no texture swaps happen and we can finally have Graphics mixed with Sprites in the display list with no swapping cost (and soon, no flush cost either when we unify the pipelines)
2018-07-24 17:07:26 +01:00
Richard Davey
8c19c2bef9 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-24 16:40:39 +01:00
Richard Davey
ac108db9cc Moving towards tidying up the FTP 2018-07-24 16:40:29 +01:00
Richard Davey
50de14b132
Merge pull request #3857 from khaleb85/master
Added reverse animation feature (issue: #3837)
2018-07-24 13:41:10 +01:00
khaleb
2f6f8b2190 fix keyword-spacing 2018-07-24 09:36:15 -03:00
khaleb
6b81bc78a3 added since 3.12.0 in new methods, fixed keywords-spacing issue, renamed 'revert' method to 'reverse' 2018-07-24 09:28:56 -03:00
samme
4c23359fd8 Pass data value to global plugins 2018-07-23 10:51:00 -07:00
Richard Davey
f2c5f9f4d3
Merge pull request #3853 from Edwin222/master
Add ability to play animation reverse(#3837) and some comment to TextureManager.js
2018-07-23 14:00:27 +01:00
Richard Davey
9df7fbaa68 Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854 2018-07-23 13:29:39 +01:00
Kwondo Park
a0cc602569
cancel reverse animation 2018-07-23 14:21:31 +09:00
Richard Davey
521138e9d8 setBlendMode now returns a boolean 2018-07-23 01:39:32 +01:00
Richard Davey
fc5eb2511c Particles using a blend mode wouldn't render correctly after the updates in 3.11. If the blend mode changes during the processing of an emitter manager it'll now correctly rebind the texture, stopping the particles from vanishing. Fix #3851 2018-07-23 01:39:21 +01:00
Shukizu
8da8fbedd1 fix animations with yoyo mode (issue: #3837) 2018-07-22 14:57:07 -03:00
Shukizu
bb17c82bf9 Added 'playReverse' method, and extracted part of play method (issue #3837) 2018-07-22 12:42:59 -03:00
Shukizu
ebc9d8d96d Add a 'revert' function that can revert the flow of a animation at any time (issue #3837) 2018-07-22 11:44:57 -03:00
Kwondo Park
98ceb32946
Fix trailing space in code 2018-07-21 20:11:07 +09:00
Edwin222
16eae3887e Add ability to play animations in reverse 2018-07-21 19:50:47 +09:00
Edwin222
9053ca456b Merge remote-tracking branch 'upstream/master' 2018-07-21 17:26:29 +09:00
Richard Davey
4f6790f450 Trying not rotate. Speed was the same :) 2018-07-20 17:50:01 +01:00
Richard Davey
c1a4fb0092 typo 2018-07-20 17:49:49 +01:00
Polar stoat
44e4e7162d Add AnimationManager.generateFrameNumbers documentation 2018-07-20 11:55:39 +01:00
Richard Davey
7b50a87c3e Added getChild methods 2018-07-19 16:22:58 +01:00
Richard Davey
46af5cb24e Fixed style join 2018-07-19 16:22:51 +01:00
Richard Davey
d16e844910 Removed bind polyfill as it's in IE9+ anyway 2018-07-19 16:22:43 +01:00
Richard Davey
106e32a4f5 Removed un-used imports 2018-07-19 13:26:11 +01:00
Richard Davey
de4428ac52 Added willRender override and start of event handling 2018-07-19 13:22:13 +01:00
Richard Davey
6a3274b483 Removed redundant code 2018-07-19 13:21:59 +01:00
Richard Davey
2a008e6713 FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now) 2018-07-19 13:21:51 +01:00
Richard Davey
675cb3b59a Added HTML Cache 2018-07-19 13:19:24 +01:00
Richard Davey
0ac877be0b Removed z-index and tidied up style 2018-07-19 13:19:14 +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
e2dbbcdbb0 Inline and added create methods 2018-07-19 00:42:28 +01:00
samme
7ebc7dd01f Fix ArcadePhysics#closest, furthest 2018-07-18 16:23:38 -07:00
Richard Davey
ceb466748a Updated DOM Element to fix transforms 2018-07-19 00:22:38 +01:00
Richard Davey
d6fb66789f Added getCSSMatrix 2018-07-19 00:22:10 +01:00
Richard Davey
ab35dfab95 The setCrop method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue 2018-07-19 00:18:09 +01:00
Richard Davey
0ed4766fe3 Added start of the new DOM Element Game Object 2018-07-18 17:23:04 +01:00
Richard Davey
c741469894 Added optional DOM Container parent and config values 2018-07-18 17:22:52 +01:00
Richard Davey
20f1b37256 eslint fix and log update 2018-07-18 15:06:56 +01:00
Richard Davey
b6a1033dbd Fixed Camera FX for scaled camera sizes 2018-07-18 15:03:06 +01:00
Richard Davey
14ba51d928 Added Text.setResolution methods. 2018-07-18 14:45:10 +01:00
Richard Davey
25e4993e6f Added x and y getters and new scaled viewport values 2018-07-18 14:32:47 +01:00
Richard Davey
0db16889e6 Use new Camera viewport values 2018-07-18 14:32:06 +01:00
Richard Davey
3bc6eba718 Removed incorrect resolution multiplication and used updated camera viewport 2018-07-18 14:31:45 +01:00
Richard Davey
fb4f28bb01 Testing resolution input 2018-07-17 23:26:40 +01:00
Richard Davey
1c473afa84 Cameras draw their backgrounds correctly at higher resolutions 2018-07-17 23:26:30 +01:00
Richard Davey
e0fdc33928 SM mock 2018-07-17 22:44:21 +01:00
Richard Davey
94540e112e Text supports high dpi resolution for its internal canvas 2018-07-17 22:44:12 +01:00
Richard Davey
6ddd1644f2 Canvas now uses game config resolution 2018-07-17 22:43:52 +01:00
Richard Davey
16d597c983 Fixed jsdoc references 2018-07-17 11:43:09 +01:00
Richard Davey
5ada70409e Modified tile sizes. 2018-07-16 15:20:46 +01:00
Richard Davey
7ec36752dc
Merge pull request #3830 from kelostrada/master
Update AudioFile.js
2018-07-16 14:57:36 +01:00
Richard Davey
0cc52f6002 Swapped 4 ternaries for a single conditional #3834 2018-07-16 14:55:51 +01:00
Richard Davey
f723d0e18a
Merge pull request #3834 from tarsupin/patch-2
Major Optimization for Culling Tilemaps
2018-07-16 14:44:35 +01:00
Richard Davey
c8b058c26a Renamed object to avoid TS defs conflict 2018-07-16 10:28:28 +01:00
tarsupin
ad24a0b8ec
Removed repetative code. 2018-07-14 20:09:36 -05:00
tarsupin
00a38f744a
Switching tabs to spaces 2018-07-14 14:41:13 -05:00
tarsupin
9ac505d5cc
Build is requiring me to pre-declare x, y, tile. 2018-07-14 14:38:19 -05:00
tarsupin
4fa3dc7159
Update CullTiles.js 2018-07-14 14:30:15 -05:00
tarsupin
e3d64c63b3
Major Optimization for Culling Tilemaps
Refine the loop to only scan through the drawn boundaries that are being tested against (except when skipping cull). This eliminates a huge bottleneck / lookup time from the original loop each frame.

The update should affect tilemaps exponentially based on their size. It reduced my culling time to 1/70th for 1000x1000 tilemaps, and by about 1/20th on 250x250 tilemaps. It also reduced my requestAnimationFrame time from over 16ms per frame to ~1ms for the larger map.
2018-07-14 14:14:55 -05:00
samme
b7ca32eb40 Copy custom properties in createFromObjects()
Closes #3808
2018-07-14 09:43:21 -07:00
Edwin222
a137883628 Merge remote-tracking branch 'upstream/master' 2018-07-14 17:00:38 +09:00
Bartosz Kalinowski
264c82fbcb
Update AudioFile.js
fix error
2018-07-14 07:50:00 +02:00
Richard Davey
41f9277803 Preparing for 3.12 development 2018-07-13 17:28:08 +01:00
Richard Davey
05e6f65d51 3.11 Release 2018-07-13 11:37:57 +01:00
Richard Davey
42c3fc5f6b Better normal map handling 2018-07-13 11:14:22 +01:00
Richard Davey
66ee2ac973 Bumped version 2018-07-13 11:14:13 +01:00
Richard Davey
eee96cd2d3 setPipeline returns the Game Object, not the pipeline, to be consistent. 2018-07-13 11:14:08 +01:00
Richard Davey
4843d7eefe Pipelines have a boot handler now. 2018-07-13 11:13:46 +01:00
Richard Davey
61954dedcb Added checkDown method and related properties. 2018-07-13 11:13:32 +01:00
Richard Davey
aa9ba84766
Merge pull request #3741 from TadejZupancic/patch-5
Zone inside a Container fix
2018-07-13 08:30:13 +01:00
Richard Davey
b4ddd44105 Added cullCallback support - the final step in culling. Don't like ours? Roll your own! 2018-07-12 17:06:36 +01:00
Richard Davey
8981cf4a03 Swapped from vec2 to explicit values for cullPadding 2018-07-12 16:51:54 +01:00
Richard Davey
b03d3ff783 Added support for cull padding 2018-07-12 16:44:36 +01:00
Richard Davey
e66cf4e00b Adjusted bounds +- 1 tile 2018-07-12 16:32:25 +01:00
Richard Davey
4b607a3cca Removed cull tests 2018-07-12 16:32:12 +01:00
Richard Davey
12c6736c67 Stats recorded in tilesDrawn and tilesTotal. 2018-07-12 16:12:55 +01:00
Richard Davey
89db84377e Added skipCull property and setSkipCull method 2018-07-12 15:31:25 +01:00
Richard Davey
a8fa98e39b Skip all rendering if alpha <= 0 2018-07-12 15:31:00 +01:00
Richard Davey
646861425f Added Camera.worldView property and adjusted it to the correct values each frame. 2018-07-12 15:08:29 +01:00
Richard Davey
a447d85401 CullTiles recoded to use Camera worldView - finally, properly culling, regardless of layer scale or camera zoom! Fix #3818 2018-07-12 15:07:45 +01:00
Richard Davey
869087044b Starting work on proper tile culling 2018-07-12 01:14:34 +01:00
Richard Davey
d9ac16bcb0 Shorter texture path 2018-07-12 01:14:02 +01:00
Richard Davey
2924874236 Added docs 2018-07-12 01:13:47 +01:00
Richard Davey
072cc0e21b Added dirty Camera support and updated internal properties to set the flag 2018-07-12 01:13:34 +01:00
Richard Davey
a0bf5b6ad2 Removed all the batch functions and consolidated into a single function and callback 2018-07-11 16:55:18 +01:00
Richard Davey
13776e5116 Fixed argument order. 2018-07-11 16:54:48 +01:00
Richard Davey
51f94cd444 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-11 16:25:26 +01:00
Richard Davey
efb5eb09c5 Starting refactor 2018-07-11 16:24:58 +01:00
Richard Davey
05985417b3 Allow config setting values. Gets custom pipelines working again. 2018-07-11 16:24:45 +01:00
Richard Davey
5a5bea1ce5 Allow GO to be passed to onBind 2018-07-11 16:24:20 +01:00
Richard Davey
e388b7dae5 Tidy up 2018-07-11 16:23:57 +01:00
Richard Davey
5ba80defb7 Pass GO to setPipeline 2018-07-11 16:23:44 +01:00
Chris Andrew
0858797599 Minor documentation fix for BitmapText.getTextBounds(). 2018-07-11 14:50:23 +01:00
Richard Davey
82b15c8695 Removed drawEmitterManager and moved to emitter render function 2018-07-11 14:40:36 +01:00
Richard Davey
853281fe56 Double flusher 2018-07-11 13:22:07 +01:00
Richard Davey
373d01c602 Fixed emitter batch. Now to optimize it. 2018-07-11 13:20:02 +01:00
Richard Davey
497fa1f2ff Added copyFromArray method 2018-07-11 12:36:49 +01:00
Richard Davey
ef79edf1ff New pipeline function call 2018-07-11 12:35:23 +01:00
Richard Davey
b7edbe755f Tidying up function 2018-07-11 12:35:09 +01:00
Richard Davey
e2efa469ae Removed drawTexture and added drawTextureFrame - fixed Render Texture flip Y issue 2018-07-11 12:34:53 +01:00
Richard Davey
cced09bad6 Added Pointer.prevPosition and getInterpolatedPosition method 2018-07-11 12:34:00 +01:00
Richard Davey
1a7d726a4b jsdoc udpate 2018-07-11 12:33:40 +01:00
Richard Davey
5b3a5e115b Started consolidating drawTexture method 2018-07-10 17:18:00 +01:00
Richard Davey
9c9e9cecbb Updated log and lint fixes 2018-07-10 16:49:53 +01:00
Richard Davey
5fe74453fe Extends BitmapText, to save on lots of space 2018-07-10 16:33:13 +01:00
Richard Davey
e145b6b7d3 Fixed Dynamic Bitmap Text Rendering 2018-07-10 16:33:01 +01:00
Richard Davey
340c53875c Added new temp matrix, fixed typo, removed old function 2018-07-10 16:32:44 +01:00
Richard Davey
5128eecbeb Cached the drawing buffer height 2018-07-10 16:32:28 +01:00
Richard Davey
469f6b6880 TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix. 2018-07-10 14:01:14 +01:00
Richard Davey
434c8d1413 Fixed issue with sprite matrix and camera scaling 2018-07-10 13:59:49 +01:00
Richard Davey
6560f51699 Added jsdocs and updated change log 2018-07-09 22:35:48 +01:00
Richard Davey
39c05e4a96 Added support for BitmapText alignment and internal dirty flag for calculation speed 2018-07-09 21:57:51 +01:00
Richard Davey
f892d97475 Removed indexCount 2018-07-09 17:06:36 +01:00
Richard Davey
85a32d54be Typo 2018-07-09 17:06:27 +01:00
Richard Davey
2d313ac927 The start of adding multi-line alignment 2018-07-09 17:06:20 +01:00
Richard Davey
f266acecc2 Re-uses the bounds object, rather than re-creating constantly. 2018-07-09 17:06:06 +01:00
Richard Davey
a16a7457bc Now stores the line data in the bounds object. 2018-07-09 17:05:53 +01:00
Richard Davey
a3803a286f Fixed origin addition post-scale 2018-07-09 16:17:52 +01:00
Richard Davey
91a48c30c4 GetBitmapTextSize, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) 2018-07-09 16:06:36 +01:00
Richard Davey
17653fcf7d BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771 2018-07-09 14:26:45 +01:00
Richard Davey
cd508ab3f1 The ScenePlugin will now queue all of the following ops with the Scene Manager: start, run, pause, resume, sleep, wake, switch and stop. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. 2018-07-09 14:08:55 +01:00
Richard Davey
84c7960a48 The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161 2018-07-09 13:42:33 +01:00
Richard Davey
ecd99869bd Explained mask positioning better in docs. Fix #3770 2018-07-08 23:38:13 +01:00
Richard Davey
93d177e560
Merge pull request #3821 from andygroff/master
Adding console warning to notify users of invalid frame config
2018-07-08 23:16:28 +01:00
Andrew Groff
5c853c640f Fixing code style and making console warning more concise 2018-07-08 15:12:02 -07:00
Richard Davey
63ae8a5728 Swapped to gl.KEEP for further testing 2018-07-08 22:44:55 +01:00
Richard Davey
9e84c9f082 Fixed slice method 2018-07-08 22:44:40 +01:00
Andrew Groff
cca6dd605c Adding console warning to notify users when their frame config does not create any frames 2018-07-08 03:22:04 -07:00
Richard Davey
5c554f3f69 Started moving dynamic bitmap text renderer to its own function 2018-07-07 12:34:24 +01:00
Richard Davey
dd0490dd57 Removed batchBitmapText, tidied up and moved to its own renderer 2018-07-07 12:22:45 +01:00
Richard Davey
8b13631107 Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust. 2018-07-06 19:35:46 +01:00
Richard Davey
0428ecc430 Mesh now supports the tintFill property 2018-07-06 19:35:14 +01:00
Richard Davey
4fb63fd405 Clairty over obscurity 2018-07-06 19:35:01 +01:00
Richard Davey
c1bc928a73 Removed un-used vars 2018-07-06 17:29:49 +01:00
Richard Davey
a6ff0d54bb Removed angle calculations from renderer as we only need do it when the arc is first defined 2018-07-06 17:16:09 +01:00
Richard Davey
6aa1526ea9 Graphics.arc has a new optional argument overshoot. This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798 2018-07-06 17:15:46 +01:00
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
fdd4a8f8f3 Tidied up DrawImage to re-use vars and cut down code 2018-07-06 15:55:20 +01:00
Richard Davey
45208202ae Added canvas props 2018-07-06 15:55:05 +01:00
Richard Davey
e620f3e308 Updated to use matrix and support crop 2018-07-06 15:34:25 +01:00
Richard Davey
6483cdacb5 Added canvas crop data 2018-07-06 15:34:12 +01:00
Richard Davey
901a75d053 setCrop will accept numbers or a Rectangle object 2018-07-06 12:57:42 +01:00
Richard Davey
dfebd940c2 Trim flip fixed and function tidied up 2018-07-06 12:33:39 +01:00
Richard Davey
4e1cbc01d8 Removed object creation 2018-07-06 12:22:05 +01:00
Richard Davey
cca6cd0b83 Fixed trimmed frame crop 2018-07-06 12:14:25 +01:00
Richard Davey
9ead9705c4 Preparing for trim crop support 2018-07-05 23:55:12 +01:00
Richard Davey
325fb4681e Tidying up 2018-07-05 23:55:00 +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
5063fe30e5 Fixed cropping when texture frame is flipped 2018-07-05 23:01:26 +01:00
Richard Davey
f3a446797d Added new TextureCrop component 2018-07-05 13:06:28 +01:00
Richard Davey
341ecf42cd Testing flip + atlas frame + trim cropping 2018-07-04 17:01:45 +01:00
Richard Davey
9bd8fb34a4 Changed canvasData to remove duplicate properties. 2018-07-04 17:01:29 +01:00
Richard Davey
08564e861b Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-04 15:18:12 +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
e6fc6db0ee
Merge pull request #3804 from AleBles/patch-2
Fixed dataManager redefining previously (re)set property
2018-07-04 11:03:47 +01:00
Richard Davey
d44c54e5ed batchSprite supports cropping (flipXY todo) 2018-07-03 16:48:14 +01:00
Richard Davey
744e161d22 Added setCrop support 2018-07-03 16:48:01 +01:00
Richard Davey
436d92831c Added getCropUVs method 2018-07-03 16:47:53 +01:00
Richard Davey
d328f14be0 Fixed vertex calculation 2018-07-03 12:38:45 +01:00
Richard Davey
187328ea1a UVs are passed directly now 2018-07-03 00:14:23 +01:00
Richard Davey
afec945c94 Pass in the UV values 2018-07-02 23:52:00 +01:00
Richard Davey
c82c09914e Updated UV values 2018-07-02 23:51:42 +01:00
Richard Davey
265852fc75 Removed test code 2018-07-02 17:09:21 +01:00
Richard Davey
35686657ce Tidied up the batchVertices method and removed old stuff 2018-07-02 17:06:49 +01:00
Richard Davey
89bf09d19d Swapped to unified batchVertices method 2018-07-02 17:06:34 +01:00
Richard Davey
c1020c6dbb Refactoring TTP to remove so much redundant stuff 2018-07-02 16:44:24 +01:00
Richard Davey
d3df3436e4 Blitter now hits the renderer directly 2018-07-02 16:44:09 +01:00
Richard Davey
f57ecc0d81 Moved method 2018-07-02 16:43:43 +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
ea53e832c2 Added tintEffect property 2018-07-02 13:33:15 +01:00
Richard Davey
5fdf51ce59 Using direct pipeline calls 2018-07-02 13:32:56 +01:00
Richard Davey
17112ecd20 Tileset.glTexture is a new property that maps to the WebGL Texture for the Tileset image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Tileset.setImage method. 2018-07-02 13:32:35 +01:00
Richard Davey
0ac0bc18d3 Set tint on setters 2018-07-02 13:32:27 +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
1941d8a494 Removed drawStaticTilemapLayer method and updated layer vertex code 2018-07-02 12:07:39 +01:00
Richard Davey
4d30de536e Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-02 11:02:47 +01:00
Ale Bles
e85a542e09
Fixed dataManager redefining previously (re)set property
Added Configurable:true to Object.defineProperty in dataManager to fix #3803
2018-07-02 10:08:10 +02:00
tarsupin
6613bc28e9
Fixing removeTileAt, removeTileAtWorldXY docs
The 'tile' parameter was not included in the actual code, so it's removed here from the documentation.
2018-06-30 15:09:41 -05:00
Richard Davey
fdead2af16 Added the tint effect attribute and merged with all the various batches 2018-06-30 11:33:52 +01:00
Richard Davey
11ef2c824b Updated shader to support tint effect attribute 2018-06-30 11:33:28 +01:00
Richard Davey
52b24e2879 Added tintFill property and more detailed documentation 2018-06-30 11:33:06 +01:00
Richard Davey
e22b1a7b9c Removed stubs from pipelines 2018-06-29 12:33:44 +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
39c3866179 lint fix 2018-06-28 13:07:59 +01:00
Richard Davey
217779604c Added tileScaleX and tileScaleY support for Tile Sprites 2018-06-28 12:59:27 +01:00
Richard Davey
8c312090da Solidified use of pixelArt mode 2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
a6ab61dd99 Fixed id use 2018-06-27 13:16:11 +01:00
Richard Davey
ee8e264d5e Return removed total 2018-06-27 13:16:01 +01:00
Richard Davey
2888fe94bd Tweak 2018-06-27 13:05:06 +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
88eb4f4ce9 The Pointer.camera property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with. 2018-06-27 12:45:03 +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
6cc7939870 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-27 11:20:28 +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
391dd4ca8c
Merge pull request #3790 from samme/fix/array-each
Fix extra argument passing in Array.Each
2018-06-27 11:13:22 +01:00
Richard Davey
c5f28f18f3
Merge pull request #3791 from photonstorm/mikewesthad-line-doc-fix
Line#getPointB documentation typo fix: "start" is used where "end" was intended
2018-06-27 11:12:28 +01:00
Andre van Tonder
32ff6df5b3 fixed JsDoc for Phaser.Tilemaps.Tilemap#createBlankDynamicLayer
x, y, width, height, tileWidth, tileHeight are all optional params

I also add x, y params to jsdoc  as they were missing
2018-06-27 10:33:35 +08:00
Michael Hadley
bf995c7000
Line#getPointB documentation typo fix: "start" is used where "end" was intended 2018-06-26 20:30:01 -05:00
samme
703f338348 args description 2018-06-26 15:58:51 -07:00
samme
bb29f0cdfc Fix context argument wrongly passed to callback 2018-06-26 15:57:49 -07:00
Richard Davey
7aa46657c2 Tidying up jsdocs and changing float to number 2018-06-26 23:19:14 +01:00
Richard Davey
c2fbad8356 Added jsdocs. Now 100% complete! 2018-06-26 17:24:51 +01:00
Richard Davey
ba9890e9f1 lint fix 2018-06-26 16:41:37 +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