Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
1eccff1e3b
Fixed jsdoc links and markdown bullet lists
2019-01-18 15:20:56 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
ffd217dbdd
Fixed size calculation and updated docs
2018-12-13 11:46:17 +00:00
Richard Davey
eef553d4c2
Fixed layer size calculations. Also changed rendering to use tileset tile sizes, as it should do.
2018-12-13 11:07:53 +00:00
Richard Davey
625955178e
Updated docs
2018-11-20 12:45:47 +00:00
Richard Davey
5985e33caf
Merge pull request #4105 from the-realest-stu/master
...
Fix #4104
2018-11-20 11:05:05 +00:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Stuart Lindstrom
526067f7b6
Fix #4104
2018-10-09 14:34:47 -04:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
Richard Davey
1b85512de2
Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off
2018-10-02 12:51:02 +01:00
Richard Davey
c16ea9b93d
Completed DynamicTilemapLayer jsdocs
2018-09-28 14:46:31 +01:00
Richard Davey
e05f7c7ed0
Dynamic Tilemap Layers now support multiple tilesets per layer
2018-09-27 13:09:08 +01:00
Richard Davey
32bd01daba
If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778
2018-09-26 16:49:18 +01:00
Richard Davey
25f8d29659
If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017
2018-09-26 16:32:27 +01:00
Richard Davey
cc5bf41b25
Added renderOrder property and setRenderOrder method.
2018-08-21 18:01:33 +01:00
rootasjey
e2c505554a
Fix JSDoc in Tilemap
2018-08-20 13:20:23 +02:00
Richard Davey
ae46e11e35
Skip processing if no tiles
2018-08-03 18:56:52 +01:00
Richard Davey
70b234952a
Updated the canvas tilemap layer renderers to support parent matrix and tidied up the internal flow
2018-08-03 00:50:45 +01:00
Richard Davey
f1d3412c38
Corrected data types
2018-08-02 22:14:32 +01:00
Richard Davey
0967bfcab4
Should use currentContext, not gameContext
2018-08-02 17:59:30 +01:00
Richard Davey
f540d03346
Removed un-needed checks (willRender
handles it now)
2018-08-01 16:03:58 +01:00
ampled
50c787a9c8
- add typedef for SpriteConfig extends GameObjectConfig
...
- allow update-function signature to be overriden by GameObject subclasses
2018-07-29 12:19:04 +02:00
Skysteed
5cd60b3378
Major Optimization for Tilemap Collision Indexing
...
This update optimizes an existing feature (Tilemap Collision Indexing).
This optimization will apply to [nearly] everyone using procedural generation tilemaps, infinite tilemaps, multiplayer tilemaps, particularly large tilemaps (especially those dyanmic in nature) or who otherwise intend to index collisions before the tiles are loaded.
Benchmarking:
Using the standard approach, indexing collisions for a 500x450 tileset took 2530ms. By pre-building the collision index array in its entirety, I was able to reduce that to 259ms. However, this implementation reduces it to 8 ms. Larger tilemaps would be exponentially affected.
There are some considerations to make here since there are better implementations, but it would require deprecating some existing code. The advantage would be that the standard approach itself would be optimized, (thus avoiding the sort of 2500+ms costs here), rather than fairly obscured as it is with this implementation.
2018-07-19 10:59:35 -05:00
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
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
5fdf51ce59
Using direct pipeline calls
2018-07-02 13:32:56 +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
5a0fe89a7e
Swap _id to id
2018-06-23 12:26:39 +01:00
Richard Davey
6299019838
Updated to use typeof DefinePlugin check.
2018-04-20 00:23:24 +01:00
Richard Davey
28e2764723
More jsdoc fixes
2018-04-16 16:02:27 +01:00
Richard Davey
e31cae93d2
Tilemap Layers should use the ComputedSize component
2018-04-05 14:43:07 +01:00
Richard Davey
747f09af86
jsdoc fixes
2018-03-28 15:04:09 +01:00
Richard Davey
eebe58f1c9
Removed duplicate parameters
2018-03-21 15:17:40 +00:00
orblazer
9375bb0530
Fix multiple types on Tilemaps
2018-03-20 16:11:33 +01:00
orblazer
30f410d1d3
Fix types in Tilemaps
2018-03-20 12:36:35 +01:00
Richard Davey
e1554c34d6
eslint fixes
2018-02-16 18:07:49 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
ed89e48b4d
Updated jsdocs
2018-02-08 02:02:37 +00:00
Richard Davey
cf6bbbd0fb
Added jsdocs
2018-02-08 01:08:59 +00:00
Richard Davey
e8c12d164b
Added and updated jsdocs
2018-02-07 23:40:59 +00:00
Richard Davey
10193c181a
Fixed require paths.
2018-02-07 17:10:01 +00:00
Richard Davey
89fe7123e1
Moved to its own top-level folder.
2018-02-07 16:29:48 +00:00