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