Commit graph

9895 commits

Author SHA1 Message Date
Richard Davey
d3778bb4bb ArcadeWorldConfig.customUpdate is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If true the World update will never be called, allowing you to call it yourself from your own component. Close #5190 2020-09-01 17:42:19 +01:00
Richard Davey
18cdb5e618 The Animation.play and playReverse methods have a new optional parameter timeScale. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963 2020-09-01 17:00:16 +01:00
Richard Davey
6aef37572d WebGLRenderer.previousPipeline is a new property that is set during a call to clearPipeline and used during calls to rebindPipeline, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
samme
11c0520d36 Clear wasTouching when resetting body 2020-08-29 11:56:15 -07:00
Richard Davey
9451ac0285 Group.getMatching is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true) 2020-08-29 11:00:55 +01:00
samme
57ee895437 Reset flags during reset 2020-08-27 12:35:01 -07:00
Richard Davey
ab83fd7e38 Tween.seek will no longer issue a console warning for 'Tween.seek duration too long', it's now up to you to check on the performance of tween seeking. 2020-08-26 13:50:54 +01:00
Richard Davey
80c571963c Textures.Parsers.JSONHash will now perform a hasOwnProperty check when iterating the frames, skipping anything that isn't a direct property. This should allow you to use generated atlas data that comes from JSON.parse. Fix #4768 2020-08-26 13:06:04 +01:00
Richard Davey
55e56b1eff Clock.addEvent can now take an existing TimerEvent object, as well as a config object. If a TimerEvent is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115
`Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
2020-08-26 10:58:06 +01:00
Richard Davey
809b8a41d9 The WebGLRenderer.updateCanvasTexture method will now set gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL to true, which should stop issues where you update a Text Game Object, having added a Render Texture or Spine Game Object to the Scene after it, which switches the PMA setting. Fix #5064 2020-08-26 00:19:19 +01:00
Richard Davey
791704febe WebGLRenderer.finalType is a new boolean property that signifies if the current Game Object being rendered is the final one in the list. 2020-08-25 18:24:42 +01:00
Richard Davey
0bbe67dafd When using the GameObjectCreator for Containers you can now specify the children property in the configuration object. 2020-08-25 15:51:11 +01:00
Richard Davey
de0133e3cc Spine Game Objects can now be rendered to Render Textures. Fix #5184 2020-08-25 14:11:37 +01:00
Richard Davey
ca99c4564f Added reset property to Bind to get new vertex attrib locations 2020-08-25 13:24:56 +01:00
Richard Davey
e4ec0bd182 Bumped version (and added source-map) 2020-08-25 13:24:20 +01:00
Richard Davey
7d1ad38b4a Updated shader names 2020-08-25 13:23:59 +01:00
Richard Davey
7e572c3577 Improves JSDocs 2020-08-25 09:54:09 +01:00
Richard Davey
1f50b49eff Earcut has now been exposed and is available via Geom.Polygon.Earcut and is fully documented. 2020-08-25 09:54:03 +01:00
Richard Davey
795a190ce3 The BaseShader default vertex shader now includes the outTexCoord vec2 varying, mapped to be the same as that found in the pipeline shaders. Fix #5120 2020-08-24 19:51:20 +01:00
Richard Davey
cda4f05fb9
Merge pull request #5272 from jaabberwocky/fix-animationmanager-docs
Fix typo for documentation on create method of AnimationManager
2020-08-24 19:33:33 +01:00
Richard Davey
157be83f7c The Container will now test to see if any Game Object added to it is already on the display list, or not, and emit its ADDED and REMOVED events accordingly. Fix #5267 #3876 2020-08-24 19:26:19 +01:00
Richard Davey
3bd91ea3de Update ParticleManagerCreator.js 2020-08-24 19:24:11 +01:00
Richard Davey
a9072cadf2 Sprite, Rope, ParticleEmitterManager, Extern and DOMElement now all override the addedToScene and removedFromScene callbacks to handle further set-up tasks. 2020-08-24 19:24:02 +01:00
Richard Davey
f4259deb37 DOMElementFactory, ExternFactory, ParticleManagerFactor, RopeFactory and SpriteFactory all no longer add the objects to the Update List, this is now handled by the ADDED events instead. 2020-08-24 19:22:58 +01:00
Richard Davey
7b83d31cae The Update List now uses the new checkQueue property to ensure no duplicate objects are on the active list. 2020-08-24 19:21:35 +01:00
Richard Davey
7f5e4d4538 ProcessQueue.checkQueue is a new boolean property that will make sure only unique objects are added to the Process Queue. 2020-08-24 19:21:01 +01:00
Richard Davey
19c4980c5b GameObjectFactory.events is a new property that references the Scene's Event Emitter. This is now used internally. 2020-08-24 19:20:20 +01:00
Richard Davey
0b9dd4aae7 GameObjectCreator.events is a new property that references the Scene's Event Emitter. This is now used internally. 2020-08-24 19:19:19 +01:00
Richard Davey
671c92e450 Added addedToScene and removedFromScene methods
* `GameObject.addedToScene` is a new method that custom Game Objects can use to perform additional set-up when a Game Object is added to a Scene. For example, Sprite uses this to add itself to the Update List.
* `GameObject.removedFromScene` is a new method that custom Game Objects can use to perform additional tear-down when a Game Object is removed from a Scene. For example, Sprite uses this to remove themselves from the Update List.
* Game Objects no longer automatically remove themselves from the Update List during `preDestroy`. This should be handled directly in the `removedFromScene` method now.
2020-08-24 19:18:29 +01:00
Richard Davey
bc93416ec7 Added events property and new add and remove callbacks
* `DisplayList.events` is a new property that references the Scene's Event Emitter. This is now used internally.
* `DisplayList.addChildCallback` is a new method that overrides the List callback and fires the new ADDED events.
* `DisplayList.removeChildCallback` is a new method that overrides the List callback and fires the new REMOVED events.
2020-08-24 19:15:53 +01:00
Richard Davey
ae4ed0ac54 Expose the new events 2020-08-24 19:13:18 +01:00
Richard Davey
48f94be449 Scenes.Events.REMOVED_FROM_SCENE is a new event, emitted by a Scene, when it a Game Object is removed from the display list in the Scene, or a Container that is on the display list. 2020-08-24 19:13:06 +01:00
Richard Davey
1423ade7b3 Scenes.Events.ADDED_TO_SCENE is a new event, emitted by a Scene, when a new Game Object is added to the display list in the Scene, or a Container that is on the display list. 2020-08-24 19:12:54 +01:00
Richard Davey
98cd70cd6c GameObjects.Events.REMOVED_FROM_SCENE is a new event, emitted by a Game Object, when it is removed from a Scene, or a Container that is part of the Scene. 2020-08-24 19:11:22 +01:00
Richard Davey
ef91518da5 GameObjects.Events.ADDED_TO_SCENE is a new event, emitted by a Game Object, when it is added to a Scene, or a Container that is part of the Scene. 2020-08-24 19:10:50 +01:00
tobias
9f1cd22882 Fix typo for documentation on create method of AnimationManager on line 190 2020-08-25 00:43:22 +08:00
Richard Davey
e93d36f38e The Pointer.getDuration method now uses the new Pointer downTime and upTime values, meaning it will accurately report the duration of when any button is being held down, not just the primary one. Fix #5112
* `Pointer.downTime` now stores the event timestamp of when the first button on the input device was pressed down, not just when button 1 was pressed down.
* `Pointer.upTime` now stores the event timestamp of when the final depressed button on the input device was released, not just when button 1 was released.
2020-08-24 17:32:21 +01:00
Richard Davey
2af65b2a1d Improved JSDocs and types. Fix #5217 2020-08-24 15:04:00 +01:00
Richard Davey
1766f66984 Update JSDocs 2020-08-24 14:58:24 +01:00
Richard Davey
f586cd472a global.Phaser = Phaser has been removed, as it's no longer required by the UMD loader, which should make importing in Angular 10 easier. Fix #5212 2020-08-24 14:47:53 +01:00
halilcakar
7593a80880 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-08-22 13:25:32 +03:00
Richard Davey
3484ded2b7 You can now use this.renderer from within a Scene, as it's now a Scene-level property and part of the Injection Map. 2020-08-22 10:33:46 +01:00
Richard Davey
0cd4d0fc54 Update WebGLRenderer.js 2020-08-21 16:23:04 +01:00
Richard Davey
9a1dc640f8 Fix gl access 2020-08-21 16:17:29 +01:00
Richard Davey
0dd07333af Updated to use MultiPipeline 2020-08-21 16:14:59 +01:00
Richard Davey
5c39254f36 Testing new config approach 2020-08-21 16:04:26 +01:00
Richard Davey
209b39b38c New pipeline names and single texture flag 2020-08-21 16:03:29 +01:00
Richard Davey
468c03dfe5 Much better docs and handling of config values 2020-08-21 16:03:07 +01:00
Richard Davey
4b4af50ca9 Quicker return 2020-08-21 16:02:43 +01:00
Richard Davey
37fdde7911 New typedefs for pipeline configs 2020-08-21 16:02:30 +01:00
Richard Davey
600385ac29 A brand new pipeline for single-texture custom pipelines 2020-08-21 16:01:53 +01:00
Richard Davey
57040554ef Renamed the pipelines to make them less ambiguous and sorted out lots of config properties 2020-08-21 16:01:39 +01:00
Richard Davey
8f5ee5391f Removed redundant consts 2020-08-21 15:59:41 +01:00
Richard Davey
6435772646 Shaders renamed to match new pipeline names 2020-08-21 15:41:12 +01:00
Richard Davey
14ad202adc Use new Utils function 2020-08-21 09:44:52 +01:00
Richard Davey
8edbbb2e2d Renderer.WebGL.Utils.parseFragmentShaderMaxTextures is a new function that will take fragment shader source and search it for %count% and %forloop% declarations, replacing them with the required GLSL for multi-texture support, returning the modified source. 2020-08-21 09:44:43 +01:00
Rex
29e317db39 Get ascent and descent from context.measureText method
Get ascent and descent from context.measureText method instead of scanning image data.
2020-08-21 10:42:24 +08:00
halilcakar
8aa54e86a0 Remove console.log 2020-08-20 23:29:15 +03:00
halilcakar
b4e1b5af77 Fix for #5019 2020-08-20 15:27:29 +03:00
Richard Davey
84ef02743b The WebGL Renderer will now add the pipelines during the boot method, instead of init. 2020-08-20 10:48:30 +01:00
Richard Davey
e3142f313f WebGLPipeline.hasBooted is a new boolean property that tracks if the pipeline has been booted or not, which is now far more important in 3.5 than in previous versions. This is checked in the WebGLRenderer.addPipeline method, and if not set, the pipeline is booted. Fix #5251 #5255 2020-08-20 10:47:21 +01:00
Richard Davey
50c629dca8 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-08-20 10:22:43 +01:00
Richard Davey
8c55fc7ee2 TweenManager.getTweensOf has a new parameter includePending. If set, it will also check the pending tweens for the given targets and return those in the results as well. Fix #5260 2020-08-20 10:22:35 +01:00
Richard Davey
ed33253fb1
Merge pull request #5235 from mk360/text-padding
[types] allow Text#setPadding to receive an object
2020-08-20 10:04:35 +01:00
Richard Davey
c98a43c9d4
Merge pull request #5258 from khasanovbi/font
Allow to pass font in TextStyle
2020-08-20 10:03:02 +01:00
Richard Davey
733de64d46
Merge pull request #5257 from halilcakar/master
Fix incorrect event names in ProcessQueue.js#205, 222
2020-08-20 09:57:08 +01:00
Richard Davey
ab605eed78 Remove false import 2020-08-19 13:19:07 +01:00
Richard Davey
b1b8a74cf9 RenderTexture.fill would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly. 2020-08-19 13:14:36 +01:00
Richard Davey
2db1496511 Geom.Polygon.Simplify is a new function that takes a polygon and simplifies the points by running them through a combination of Douglas-Peucker and Radial Distance algorithms, potentially dramatically reducing the number of points while retaining its shape. 2020-08-18 18:05:45 +01:00
Richard Davey
305ea40baf Update GetRaysFromPointToPolygon.js 2020-08-18 18:05:38 +01:00
Richard Davey
616dbfceb5 Earcut, used for polygon triangulation, has been updated from 2.1.4 to 2.2.2. 2020-08-18 17:24:45 +01:00
Richard Davey
995cfb6271 Expose new function 2020-08-18 17:05:12 +01:00
Richard Davey
74f24a06f3 Use new GetLineToPoints function 2020-08-18 17:05:06 +01:00
Richard Davey
1a1275958f Only test unique angles 2020-08-18 17:04:55 +01:00
Richard Davey
4678fc7186 Geom.Intersects.GetLineToPoints is a new function that checks for the closest point of intersection between a line segment and an array of points, where each pair of points form a line segment. 2020-08-18 17:04:32 +01:00
Richard Davey
06c92f9af8 Geom.Intersects.GetRaysFromPointToPolygon is a new function that emits rays out from the given point and detects for intersection against all given polygons, returning the points of intersection in the results array. 2020-08-17 15:05:46 +01:00
Richard Davey
ceb96665b8 Bumped version 2020-08-17 15:05:39 +01:00
mk360
748e699d43 update setPadding jsdoc 2020-08-10 08:21:26 +03:00
Bulat Khasanov
8e1b5e757d Allow to pass font in TextStyle 2020-08-09 23:34:31 +03:00
halilcakar
6915fd3420 Fix incorrect event names in ProcessQueue.js#205, 222 2020-08-09 19:55:09 +03:00
Svipal
40a26256c4 oop 2020-08-09 15:55:00 +02:00
Svipal
809d0b7495 merged master 2020-08-09 13:13:09 +02:00
Svipal
241d4193e8 let's try again 2020-08-09 12:33:52 +02:00
Svipal
97bb9b4a8f bad bad idea 2020-08-09 12:33:26 +02:00
Svipal
c77731d127 bad idea 2020-08-09 12:24:56 +02:00
Svipal
b4a1473fea test 2020-08-09 12:13:29 +02:00
Svipal
a72efc8ac8 Update ParseTileLayers.js 2020-08-09 11:50:25 +02:00
Richard Davey
7cc616c7b8 Bump version 2020-08-06 17:07:16 +01:00
Richard Davey
75da5b2f22 Reset all textures on rebind, which is what Externs need when finishing 2020-08-06 17:06:26 +01:00
Richard Davey
e77639561b Use charIndex, not i 2020-08-06 17:06:10 +01:00
Richard Davey
6aaf54e8a7 Don't add frame if empty 2020-08-05 14:15:01 +01:00
Richard Davey
96a64eae4e ParseXMLBitmapFont has a new optional parameter texture. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser. 2020-08-05 12:46:28 +01:00
Richard Davey
d98d305e2f Frame.setUVs is a new method that allows you to directly set the canvas and UV data for a frame. Use this if you need to override the values set automatically during frame creation. 2020-08-05 12:45:07 +01:00
Richard Davey
a2c9c3cef6 Fix char right adjustment 2020-08-05 11:48:25 +01:00
Richard Davey
00e5c5fe0f Update BitmapTextSize.js 2020-08-04 11:25:10 +01:00
Richard Davey
ee01d36918 Update BitmapTextCharacter.js 2020-08-04 11:25:07 +01:00
Richard Davey
1db3ba72f8 Cache shadow values 2020-08-04 11:25:03 +01:00
Richard Davey
50dcc624df Get Character using char top, right and bottom 2020-08-04 11:24:56 +01:00
Richard Davey
1ae0cfc619 Include char top, right and bottom values 2020-08-04 11:24:43 +01:00
Richard Davey
380cc422b2 The ScaleManager.updateBounds method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds method directly, yourself. 2020-08-04 10:35:29 +01:00
samme
981a4b1a0a Rename all setInteractive() arguments, and docs 2020-08-03 13:33:30 -07:00
Richard Davey
0d04e40e28 Updated jsdocs 2020-08-03 17:54:40 +01:00
Richard Davey
111a4e1ce2 Calling Rectangle.setSize() wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change. 2020-08-03 17:54:29 +01:00
Richard Davey
47a62cd30c If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653 2020-08-03 11:33:41 +01:00
Richard Davey
2f574070d5 Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225 2020-08-03 10:53:27 +01:00
Richard Davey
0402717834 Expose new function 2020-08-03 10:49:27 +01:00
Richard Davey
ec845ce015 Use GetColorFromValue 2020-08-03 10:49:05 +01:00
Richard Davey
6a32ff56f3 Display.Color.GetColorFromValue is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes. 2020-08-03 10:48:52 +01:00
Richard Davey
0266c7f0a2 Updated docs #5231 2020-08-03 10:37:01 +01:00
Richard Davey
8db2543e27
Merge pull request #5242 from samme/fix/collide-with-friction
Fix collisions for objects moved by friction
2020-08-03 10:27:01 +01:00
Richard Davey
08e346952a
Merge pull request #5234 from samme/patch-4
Docs: Phaser.Physics.Arcade.Group#defaults
2020-08-03 10:23:15 +01:00
Richard Davey
da05cfa1ad
Merge pull request #5244 from 16patsle/Fix_Text_types
Fix types for Text, TextFactory and TextCreator
2020-08-03 10:20:40 +01:00
Richard Davey
c9330fd469
Merge pull request #5241 from samme/docs/add-existing
Docs: generic return for add.existing()
2020-08-03 10:19:42 +01:00
Richard Davey
4ac240f280 Added String.RemoveAt 2020-08-02 23:52:45 +01:00
Richard Davey
2810396dc7 The KeyboardPlugin will now track the key code and timestamp of the previous key pressed and compare it to the current event. If they match, it will skip the event. On some systems if you were to type quickly, you would sometimes get duplicate key events firing (the exact same event firing more than once). This is now prevented from happening. 2020-08-01 21:06:42 +01:00
Richard Davey
c4000843ec The KeyboardManager and KeyboardPlugin were both still checking for the InputManager.useQueue property, which was removed several versions ago. 2020-08-01 20:54:45 +01:00
Richard Davey
fccd00e8c5 Remove deprecated events 2020-08-01 20:32:50 +01:00
Patrick Sletvold
edf0c17703
Use TextPadding type in Text game object 2020-08-01 13:35:02 +02:00
Patrick Sletvold
87e8eba213
Correctly type style in TextFactory 2020-08-01 13:34:37 +02:00
Patrick Sletvold
a525e43dcf
Add TextConfig type for TextCreator 2020-08-01 13:34:07 +02:00
Richard Davey
42d6456993 Encode dropshadow color 2020-08-01 11:24:26 +01:00
Richard Davey
959645d1f0 Always render drop shadow behind text 2020-08-01 11:24:15 +01:00
Richard Davey
22e8d22e3f BitmapText.setWordTint is a new method that allows you to set a tint color (either additive, or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint. 2020-07-31 18:36:27 +01:00
Richard Davey
b9407967e3 If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn. 2020-07-31 18:00:31 +01:00
Richard Davey
79e985dd93 Updated docs 2020-07-31 17:09:40 +01:00
Richard Davey
c0109c1ec9 BatchChar is a new internal private function for batching a single character of a Bitmap Text to the pipeline. 2020-07-31 16:54:29 +01:00
Richard Davey
2e378b68d1 Apply the dropShadow 2020-07-31 16:39:21 +01:00
Richard Davey
c228dd596a BitmapText.setDropShadow is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow. 2020-07-31 16:39:05 +01:00
Richard Davey
aac2276692 BitmapText.preDestroy is a new method that will tidy-up all of the BitmapText data during object destruction. 2020-07-31 16:22:53 +01:00
Richard Davey
7ce39b991c Removed un-used properties 2020-07-31 16:17:36 +01:00
Richard Davey
9419606f12 BitmapText.setCharacterTint is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color. 2020-07-31 16:17:23 +01:00
Richard Davey
fc6e7ef759 Removed un-used properties 2020-07-31 15:46:05 +01:00
Richard Davey
2ef28cd0e4 Added getXRound and getYRound 2020-07-31 15:45:55 +01:00
Richard Davey
4baa0522b9 Bumping to 3.50 2020-07-31 13:41:29 +01:00
Richard Davey
d16d8dc9ce BitmapTextWebGLRenderer has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize. This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates. 2020-07-31 13:39:49 +01:00
Richard Davey
49682e744d Update BitmapText.js 2020-07-31 13:34:50 +01:00
Richard Davey
72654e04d3 Fixed bounds sizes 2020-07-31 13:34:28 +01:00
Richard Davey
c166976fcc Update BitmapTextCharacter.js 2020-07-31 12:06:57 +01:00
Richard Davey
a4577e2135 The GetBitmapTextSize function has a new boolean parameter updateOrigin, which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations. 2020-07-31 12:06:45 +01:00
Richard Davey
a682b83b7c BitmapText.getCharacterAt is a new method that will return the character data from the BitmapText at the given x and y corodinates. The character data includes the code, position, dimensions and glyph information. 2020-07-31 11:36:48 +01:00
Richard Davey
a72fdd44f8 Bumping to 3.50 2020-07-31 11:32:47 +01:00
Richard Davey
e195aac919 ParseXMLBitmapFont will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes. 2020-07-31 11:32:37 +01:00
Richard Davey
0385d108a8 Transform.getLocalPoint is a new method, available on all Game Objects, that takes an x / y pair and translates them into the local space of the Game Object, factoring in parent transforms and display origins. 2020-07-31 10:28:09 +01:00
Richard Davey
214b383fcd Use correct scale and added start of getCharacterAt method 2020-07-30 23:59:06 +01:00
Richard Davey
a39bcfe69a Always return chars 2020-07-30 22:38:06 +01:00
Richard Davey
a678f723c6 Always calculate includeChars 2020-07-30 22:37:34 +01:00
Richard Davey
1579069c50 Pixel accurate character data 2020-07-30 18:24:04 +01:00
Richard Davey
eef67b6c11 Update BitmapTextWebGLRenderer.js 2020-07-30 18:23:50 +01:00
Richard Davey
77feb773fd Fixed descriptions 2020-07-30 18:23:45 +01:00
Richard Davey
bf4c475e85 Floor drawFillRect values 2020-07-30 18:10:23 +01:00
Richard Davey
b108cd03f0 Fix call to GetBitmapTextSize 2020-07-30 15:43:43 +01:00
Richard Davey
408a545aac BitmapTextWord, BitmapTextCharacter and BitmapTextLines are three new type defs that are now part of the BitmapTextSize config object, as returned by getTextBounds. This improves the TypeScript defs and JS Docs for this object. 2020-07-30 15:24:49 +01:00
Richard Davey
286be7df49 The GetBitmapTextSize and BitmapText.getTextBounds functions have a new boolean parameter includeChars. When set to true it will include a characters array in the returned bounds object that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character of the object was clicked. 2020-07-30 15:14:25 +01:00
Richard Davey
cc3d3f7da3 The GetBitmapTextSize function used Math.round on the values, if the round parameter was true, which didn't create integers. It now uses Math.ceil instead to give integer results. 2020-07-30 14:47:31 +01:00
Richard Davey
841389628e The BitmapText.getTextBounds method was being called every frame, even if the bounds didn't change, potentially costing a lot of CPU depending on the text length and quantity of them. It now only updates the bounds if they change. 2020-07-30 14:46:32 +01:00
Richard Davey
ce9c750175 Geom.Polygon.Translate is a new function that allows you to translate all the points of a polygon by the given values. 2020-07-30 12:58:35 +01:00
samme
f653a51cc0 Docs: generic return for add.existing() 2020-07-29 12:19:09 -07:00
Richard Davey
ee92d1dac9 Geom.Intersects.GetLineToPolygon is a new function that checks for the closest point of intersection between a line segment and an array of polygons. 2020-07-29 18:12:40 +01:00
Richard Davey
771509d6c2 Phaser.Types.Math.Vector4Like is a new data type representing as Vector 4 like object. 2020-07-29 17:42:12 +01:00
Richard Davey
23c00d148d Phaser.Types.Math.Vector3Like is a new data type representing as Vector 3 like object. 2020-07-29 17:41:59 +01:00
Richard Davey
517183fd2e Geom.Intersects.GetLineToLine is a new function that will return a Vector3 containing the point of intersection between 2 line segments, with the z property holding the distance value. 2020-07-29 17:15:57 +01:00
mk360
a7371b9a85 [types] allow Text#setPadding to receive an object 2020-07-24 18:48:17 +03:00
Richard Davey
41c76d88b1 Beta tag 2020-07-24 15:34:00 +01:00
Richard Davey
fb1306e8f2 The MatterAttractors plugin, which enables attractors between bodies, has been fixed. The original plugin only worked if the body with the attractor was _first_ in the world bodies list. It can now attract any body, no matter where in the world list it is. Fix #5160 2020-07-23 18:06:17 +01:00
samme
7685067310
Docs: Phaser.Physics.Arcade.Group#defaults
#4171, #5153
2020-07-23 09:48:53 -07:00
Richard Davey
86f35ef9cf Updated docs 2020-07-23 17:35:47 +01:00
Richard Davey
b6b570fb91
Merge pull request #5233 from samme/patch-3
Docs: protect ScaleManager#onFullScreenChange
2020-07-23 17:10:14 +01:00
Richard Davey
b51a40c1a1 Update RenderTexture.js 2020-07-23 17:01:37 +01:00
Richard Davey
bb3b67c16f Update RenderTextureWebGLRenderer.js 2020-07-23 17:01:25 +01:00
Richard Davey
c31a9ad4e5 WebGLRenderer.unbindTextures is a new method that will activate and then null bind all WebGL textures. 2020-07-23 16:24:44 +01:00
Richard Davey
556b5b05be Update TextureSource.js 2020-07-23 16:23:14 +01:00
Richard Davey
9607ce89c7 Update RenderTextureWebGLRenderer.js 2020-07-23 16:22:46 +01:00
Richard Davey
9b278554d3 RenderTexture.resize (which is called from setSize) wouldn't correctly set the TextureSource.glTexture property, leading to bindTexture: attempt to use a deleted object errors under WebGL. 2020-07-23 16:22:38 +01:00
samme
02f6c51ff5
Docs: protect ScaleManager#onFullScreenChange
#5229
2020-07-22 11:22:43 -07:00
Richard Davey
27426dd0b6 Testing RenderTextures (currently broken, will fix next week) 2020-07-17 18:08:39 +01:00
Richard Davey
0ff08a2994 Update RopeWebGLRenderer.js 2020-07-17 17:07:34 +01:00
Richard Davey
1eb3464f30 Use multi-texturing 2020-07-17 17:05:05 +01:00
Richard Davey
8210700124 Enable the pipelines again 2020-07-17 17:04:49 +01:00
Richard Davey
491ca62373 The TextureTintStripPipeline now extends TextureTintPipeline and just changes the topolgy, vastly reducing the filesize. 2020-07-17 17:04:40 +01:00
Richard Davey
8d976d6ed5 WebGLRenderer.textureFlush is a new property that keeps track of the total texture flushes per frame. 2020-07-17 16:36:18 +01:00
Richard Davey
f3ebada1e0 Tidy up everything after rendering 2020-07-17 15:49:03 +01:00
Richard Davey
9280a73bf9 StaticTilemapLayer now includes the ModelViewProjection mixin, so it doesn't need to modify the pipeline during rendering. 2020-07-17 15:48:53 +01:00
Richard Davey
10c19bd24d StaticTilemapLayer.upload will now set the vertex attributes and buffer the data, and handles internal checks more efficiently. 2020-07-17 13:58:38 +01:00
Richard Davey
6e15f6b77d Refactored to tidy it up and also now works with Light2D pipeline 2020-07-17 13:56:56 +01:00
Richard Davey
8bb49332a9 Always set rotation 2020-07-17 13:55:50 +01:00
Richard Davey
d11a16deaa Added forceZero and setAttribPointers
`WebGLPipeline.forceZero` is a new property that informs Game Objects if the pipeline requires a zero bound texture unit.
* `WebGLPipeline.setAttribPointers` is a new method that will set the vertex attribute pointers for the pipeline.
2020-07-17 13:55:39 +01:00
Richard Davey
dc04949d3d Needs fixing tomorrow 2020-07-16 18:10:40 +01:00
Richard Davey
f89d53ca0d Update DynamicTilemapLayerWebGLRenderer.js 2020-07-16 17:43:14 +01:00
Richard Davey
97f601f378 LightsManager.cull now takes the viewport height from the renderer instead of the game config 2020-07-16 17:42:58 +01:00
Richard Davey
d942e2bd47 Update TextWebGLRenderer.js 2020-07-16 16:59:59 +01:00
Richard Davey
848377b8d8 The TileSprite Game Objects now support rendering with normal maps. 2020-07-16 16:59:53 +01:00
Richard Davey
fea1ade5b7 Update WebGLRenderer.js 2020-07-16 16:59:45 +01:00
Richard Davey
12fc51e2e2 If normal map set, advance the current active texture 2020-07-16 16:17:16 +01:00
Richard Davey
3dd6d8a1a4 Remove forceZero and added textureUnit 2020-07-16 16:16:57 +01:00
Richard Davey
5e8c28d468 Removed batchTexture as it's no longer needed 2020-07-16 16:16:42 +01:00
Richard Davey
68585f1718 The Text Game Object now supports rendering in Light2d, no matter which font, stroke or style it is using. 2020-07-16 16:16:26 +01:00
Richard Davey
76de5c246a Update ForwardDiffuseLightPipeline.js 2020-07-16 15:51:12 +01:00
Richard Davey
6aba9e71b1 All Shape Game Objects (Rectangle, IsoBox, Star, Polygon, etc) now support rendering in Light2d. 2020-07-16 15:51:07 +01:00
Richard Davey
786f78e91d Particle Emitter Game Objects now support rendering in Light2d. 2020-07-16 15:32:06 +01:00
Richard Davey
71d85be0df Mesh and Quad Game Objects now support rendering with normal maps. 2020-07-16 15:25:06 +01:00
Richard Davey
e7957b9380 Added getNormalMap and setGameObject 2020-07-16 15:18:02 +01:00
Richard Davey
f7e6847027 Added setGameObject method and currentUnit property 2020-07-16 15:16:17 +01:00
Richard Davey
5986f8f080 Tidying 2020-07-16 15:16:01 +01:00
Richard Davey
6c9a5f62a6 Uses setGameObject to support Light2D 2020-07-16 15:15:48 +01:00
Richard Davey
b4f0c9fde2 Uses setGameObject to support Light2D 2020-07-16 15:15:33 +01:00
Richard Davey
0c411e9e7e Removed currentUnit and batchSprite forceZero 2020-07-16 15:13:47 +01:00
Richard Davey
85f63c4a19 WebGLRenderer.isNewNormalMap is a new method that returns a boolean if the given parameters are not currently used. 2020-07-16 15:11:43 +01:00
Richard Davey
5db55a85d7 The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills. 2020-07-16 15:10:45 +01:00
Richard Davey
38e7495b61 Fixed default normal map so all Game Objects will now render
* The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
2020-07-16 11:04:10 +01:00
Richard Davey
93d0378143 Added missing jsdocs 2020-07-16 11:03:49 +01:00
Richard Davey
c973f41fcc Added setters and dirty check
* `Light.dirty` is a new property that controls if the light is dirty, or not, and needs its uniforms updating.
* `Light` has been recoded so that all of its properties are now setters that activate its `dirty` flag.
2020-07-16 03:26:32 +01:00
Richard Davey
1146e6f7a3 LightsManager.destroy will now clear the lightPool array when destroyed, where-as previously it didn't. 2020-07-16 03:25:25 +01:00
Richard Davey
84968f502f Update ForwardDiffuseLightPipeline.js
* The pipeline will no longer look-up and set all of the light uniforms unless the `Light` is dirty.
* The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
2020-07-16 03:24:19 +01:00
Richard Davey
3b9d115d0c Reset just units 0 and 1 2020-07-16 03:13:47 +01:00
Richard Davey
d7cf9da819 Added location cache 2020-07-16 03:13:10 +01:00
Richard Davey
5059045c76 Cache attribute location
* `WebGLPipeline.boot` will now check all of the attributes and store the pointer location within the attribute entry.
* `WebGLPipeline.bind` no longer looks-up and enables every attribute, every frame. Instead it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
2020-07-16 03:12:53 +01:00
Richard Davey
4ab9604102 Lots of updates to this pipeline
* The `ForwardDiffuseLightPipeline.defaultNormalMap` property has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.boot` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.onBind` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.setNormalMap` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
* The `ForwardDiffuseLightPipeline.batchTexture` method has been rewritten to use the Texture Tint Pipeline function instead.
* The `ForwardDiffuseLightPipeline.batchSprite` method has been rewritten to use the Texture Tint Pipeline function instead.
2020-07-16 02:15:53 +01:00
Richard Davey
1f3b79cf11 Normal map additions
* `WebGLRenderer.normalTexture` is a new property that holds the currently bound normal map (texture unit one).
* `WebGLRenderer.setNormalMap` is a new method that sets the current normal map texture.
* `WebGLRenderer.clearNormalMap` is a new method that clears the current normal map texture.
* `WebGLRenderer.resetTextures` is a new method that flushes the pipeline, resets all textures back to the temporary ones and resets the active texture counter.
2020-07-16 02:15:01 +01:00
Richard Davey
c6ffa0620e TextureTintPipeline.batchSprite and batchTexture has new parameters forceZero which forces use of texture unit zero. 2020-07-16 02:13:08 +01:00
Richard Davey
0b3f125ee0 Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used. 2020-07-16 00:21:44 +01:00
Richard Davey
94d333ee1e Use new texture unit 2020-07-16 00:00:49 +01:00
Richard Davey
d34d52550d Renders using setTextureZero 2020-07-15 18:03:57 +01:00
Richard Davey
99af20aa68 The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 18:03:36 +01:00
Richard Davey
9e9e45261f Added setTextureZero and clearTextureZero
* `WebGLRenderer.setTextureZero` is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
* `WebGLRenderer.clearTextureZero` is a new method that clears the texture tha was bound to unit zero.
* `WebGLRenderer.textureZero` is a new property that holds the currently bound unit zero texture.
2020-07-15 18:03:03 +01:00
Richard Davey
216d7cb1fa Updated WebGLRenderer to support new texture assignment
* The property `WebGLRenderer.currentActiveTextureUnit` has been renamed to `currentActiveTexture`.
* `WebGLRenderer.startActiveTexture` is a new read-only property contains the current starting active texture unit.
* `WebGLRenderer.maxTextures` is a new read-only property that contains the maximum number of texture units WebGL can use.
* `WebGLRenderer.textureIndexes` is a new read-only array that contains all of the available WebGL texture units.
* `WebGLRenderer.tempTextures` is a new read-only array that contains temporary WebGL textures.
* The `WebGLRenderer.currentTextures` property has been removed, as it's no longer used.
* `WebGLRenderer.currentTextures` has been removed, as it's no longer used internally.
* `WebGLRenderer.setBlankTexture` no longer has a `force` parameter, as it's set by default.
* `WebGLRenderer.setTextureSource` is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
* The `WebGLRenderer.setTexture2D` method has been updated to use the new texture unit assignment. It no longer takes the `textureUnit` or `flush` parameters and these have been removed from its method signature.
2020-07-15 17:11:01 +01:00
Richard Davey
9c76ec0389 Large TextureTintPipeline refactor
* The Texture Tint vertex and fragment shaders have been updated to support the `inTexId` float attribute and dynamic generation.
* The Texture Tint Pipeline has a new attribute, `inTexId` which is a `gl.FLOAT`.
* `TextureTintPipeline.bind` is a new method that sets the `uMainSampler` uniform.
* The `TextureTintPipeline.requireTextureBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.pushBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.maxQuads` property has been removed, as it's no longer required.
* The `TextureTintPipeline.batches` property has been removed, as it's no longer required.
* `TextureTintPipeline.flush` has been rewritten to support multi-textures.
* `TextureTintPipeline.flush` no longer creates a sub-array if the batch is full, but instead uses `bufferData` for speed.
* `TextureTintPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
2020-07-15 17:05:55 +01:00
Richard Davey
3ede28230b Update WebGLPipeline.js 2020-07-15 16:54:18 +01:00
Richard Davey
a21641e19b The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:54:04 +01:00
Richard Davey
50f10b3d4b The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:53:48 +01:00
Richard Davey
446389bb4d The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:53:25 +01:00
Richard Davey
ec0914cd0f The Mesh Game Object WebGL Renderer function has been updated to support multi-texture units. 2020-07-15 16:53:09 +01:00
Richard Davey
c0504e4fc1 WebGL.Utils.checkShaderMax is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports. 2020-07-15 16:52:26 +01:00
Richard Davey
fd305591ec Added glIndex and glIndexCounter properties 2020-07-15 16:52:01 +01:00
Richard Davey
477b847f13 Config.render.maxTextures is a new game config setting that allows you to control how many texture units will be used in WebGL. 2020-07-15 16:51:40 +01:00
Richard Davey
7c742f95d2 Generate multi-texture shader source 2020-07-14 17:44:26 +01:00
Richard Davey
9a45517efd Pass max textures to pipeline (disable other pipelines for now) 2020-07-14 17:44:17 +01:00
Richard Davey
587c23ec3c Added maxGPUTextures property 2020-07-14 17:43:56 +01:00
Richard Davey
76689942c0 Add texture ID to shaders 2020-07-14 17:43:29 +01:00
Richard Davey
43beca7bab Create CheckShaderMax.js 2020-07-14 17:43:05 +01:00
Richard Davey
0003d278fd Updated to use new external MVP functions 2020-07-14 16:49:30 +01:00
Richard Davey
06c1336f41 Removed all functions from MVP except init and update and made them all external 2020-07-14 16:49:16 +01:00
Richard Davey
a8faef6692 Created new Model View Projection functions 2020-07-14 16:48:01 +01:00
Richard Davey
5cc387b7df Preparing for 3.25.0 dev 2020-07-14 16:47:43 +01:00
Richard Davey
dc13060042 Fixed namespace 2020-07-14 09:45:37 +01:00
Richard Davey
bbdf9b9853 Fixed data type 2020-07-14 09:45:30 +01:00
Richard Davey
d5296287b1 Fixed url type 2020-07-14 09:03:07 +01:00
Richard Davey
44f96de1fd Bump version 2020-07-14 09:02:46 +01:00
Richard Davey
2a2a2eafe8 Reverted PR #5219 because it breaks camera zooming on tilemaps 2020-07-14 08:47:52 +01:00
Richard Davey
14c1a3ad99 The ISO Triangle shape would skip rendering the left side of the first triangle in the batch. It now renders all ISO Triangles correctly. Fix #5164 2020-07-13 14:45:58 +01:00
Richard Davey
af1198dcf5 Arcade.Components.Size.setBodySize is a new method available on Arcade Physics Game Objects that allows you to set the body size. This replaces setSize which is now deprecated. Fix #4786 2020-07-13 14:34:23 +01:00
Richard Davey
7d1ca6815f Lint fixes 2020-07-13 14:16:52 +01:00
Richard Davey
40929a57e3 Calling getTextBounds on a BitmapText object would return the incorrect values if the origin had been changed, but the text itself had not, as it was using out of date dimensions. Changing the origin now automatically triggers BitmapText to be dirty, forcing the bounds to be refreshed. Fix #5121 2020-07-13 14:06:06 +01:00
Richard Davey
64c58bc592 Updated docs. Fix #5128 2020-07-13 13:36:24 +01:00
Richard Davey
dea68135fd Correct texture type. Fix #5199 2020-07-13 13:29:01 +01:00
Richard Davey
cbba26e08c
Merge pull request #5215 from cruzdanilo/layer-webgl-transform
StaticTilemapLayerWebGLRenderer: apply rotation and parent transform
2020-07-13 13:18:02 +01:00
Richard Davey
7fae62cbc8
Merge pull request #5213 from samme/fix/matter-setCrop
Fix setCrop() for Matter.Image and Matter.Sprite
2020-07-13 13:14:59 +01:00
Richard Davey
8080196800
Merge pull request #5207 from samme/feature/display-getBounds
Add Phaser.Display.Bounds.GetBounds()
2020-07-13 13:14:30 +01:00
Richard Davey
34edcff3fe
Merge pull request #5206 from samme/feature/math-RotateTo
Add Phaser.Math#RotateTo
2020-07-13 13:13:30 +01:00
Richard Davey
ab8ad19b1e
Merge pull request #5208 from samme/fix/arcade-physics-body-prev
Fix incorrect Arcade Body delta
2020-07-13 13:10:51 +01:00
Richard Davey
6bd24ded25
Merge pull request #5202 from samme/fix/arcade-physics-circular-collisions
separateCircle fixes
2020-07-13 13:07:39 +01:00
Richard Davey
6c7437cdc4
Merge pull request #5198 from samme/feature/KeyboardPlugin-removeAllKeys
Add KeyboardPlugin#removeAllKeys
2020-07-13 13:04:53 +01:00
Richard Davey
672c08ce99
Merge pull request #5197 from samme/x/startFullscreen
Fix startFullscreen() failure in Safari
2020-07-13 13:02:16 +01:00
Richard Davey
f7af980b1e Fixed version number 2020-07-13 13:01:41 +01:00
Richard Davey
be158f48e6
Merge pull request #5194 from mikewesthad/types-fix-wordwrap
Update TextStyle to have jsdocs for word wrap related properties
2020-07-13 12:57:29 +01:00
Richard Davey
6374da052f Fixed lint errors with PR #5193 2020-07-13 12:55:49 +01:00
Richard Davey
259b702df8
Merge pull request #5193 from scott20145/master
Fix nested mask behaviour for Phaser.CANVAS mode
2020-07-13 12:54:14 +01:00
Richard Davey
85e6c229b3 Updated docs for #5191 2020-07-13 12:51:36 +01:00
Richard Davey
60baaf7708 Made sure array was cleared on destroy #5159 2020-07-13 12:51:36 +01:00
Richard Davey
b8d12916e9
Merge pull request #5192 from MerganThePirate/master
Fixed bug from issue #5191
2020-07-13 12:47:23 +01:00
Richard Davey
1e0a25705e
Merge pull request #5186 from samme/feature/empty-timeline-config
Configure timeline without tweens
2020-07-13 12:45:08 +01:00
Richard Davey
7b7d897858
Merge pull request #5185 from samme/feature/tween-stop-event
Add tween 'stop' event and 'onStop' callback
2020-07-13 12:44:26 +01:00
Richard Davey
853feea355
Merge pull request #5183 from samme/feature/body-updateFromGameObject
Add Arcade.Body#updateFromGameObject
2020-07-13 12:39:45 +01:00
Richard Davey
31cdeac1ee
Merge pull request #5180 from rexrainbow/BugFix-EllipseCurve
Fix bug about setting xRadius/yRadius by width/height
2020-07-13 12:38:05 +01:00
Richard Davey
bdc206ab6d
Merge pull request #5175 from mikewesthad/master
Fix return type in Text#getTextMetrics: object -> TextMetric
2020-07-13 12:37:25 +01:00
Richard Davey
56084dfa89
Merge pull request #5172 from lozzajp/quick-doc-fix
Add info to the scene manager method headers where optional data goes.
2020-07-13 12:36:51 +01:00
Richard Davey
3d856fab51
Merge pull request #5169 from samme/misc/createSceneFromInstance
Refactor createSceneFromInstance()
2020-07-13 12:35:46 +01:00
Richard Davey
d83b14274d
Merge pull request #5166 from samme/feature/group-setActive-setName
Add Group#setActive(), Group#setName()
2020-07-13 12:34:03 +01:00
Richard Davey
0ecaed42ec
Merge pull request #5163 from samme/fix/headless-renderTexture
Fix error adding a Render Texture with Headless renderer
2020-07-13 12:32:53 +01:00
Richard Davey
f0cbfba8e5
Merge pull request #5161 from samme/fix/stopAndReleaseAudioTag
Fix error stopping HTML5AudioSound after page blur
2020-07-13 12:31:28 +01:00
Richard Davey
54841002eb
Merge pull request #5162 from samme/docs/arcade-physics-types
Add Arcade Physics types
2020-07-13 12:27:54 +01:00
Richard Davey
818343f452 Fixed lint errors with PR #5159 2020-07-13 12:20:10 +01:00
Richard Davey
8951211c74
Merge pull request #5159 from tgroborsch/feature/multi-anims-chain
Allow chaining of multible animations
2020-07-13 12:19:03 +01:00
Richard Davey
17e9a762a0
Merge pull request #5154 from samme/feature/camera-cull-opt
Tiny optimization for BaseCamera#cull
2020-07-13 12:18:04 +01:00
Richard Davey
bafae8424d
Merge pull request #5153 from samme/fix/create-group-from-children
Fix problems passing `children` to created group
2020-07-13 12:15:26 +01:00
Richard Davey
7fa6d17e17
Merge pull request #5150 from samme/fix/static-body-from-scaled-sprite
Fix static body position from scaled sprite
2020-07-13 12:13:13 +01:00
Richard Davey
b6fd158986 Container.getBounds will no longer set the temp rect bounds to the first child of the Container by default (which would error if the child had no bounds, like a Graphics object) and instead sets it as it iterates the children 2020-07-13 12:12:28 +01:00
Richard Davey
a7ded1ee21 KeyboardPlugin.checkDown didn't set the duration to zero if the parameter was omitted, causing it to always return false. Fix #5146 2020-07-13 12:12:28 +01:00
Richard Davey
fe1f5f8eaf
Merge pull request #5139 from samme/feature/spritesheet-no-frames-warning
Print texture key in warning for zero frames
2020-07-13 12:07:12 +01:00
Richard Davey
6fddce1ef8
Merge pull request #5137 from samme/fix/decode-audio-error-msg
Fix 'Error decoding audio' message
2020-07-13 12:06:17 +01:00
Richard Davey
5b4423d6f3
Merge pull request #5135 from samme/feature/collide-use-static-tree
Always use static tree for collision checks
2020-07-13 12:03:18 +01:00
Richard Davey
2f48e5ee00
Merge pull request #5134 from samme/feature/arcade-physics-collisions-perf
Arcade Physics collisions optimizations
2020-07-13 12:02:38 +01:00
Richard Davey
feaaf04c40
Merge pull request #5131 from samme/fix/loader-file-state
Set file states FILE_LOADING and FILE_LOADED
2020-07-13 12:00:55 +01:00
Richard Davey
8c977bc391
Merge pull request #5127 from samme/fix/TimeStep-wake
Fix TimeStep#wake() when running
2020-07-13 11:52:10 +01:00
Richard Davey
4dfe40fa9a
Merge pull request #5126 from samme/fix/file-url
Fix TypeError when loading JSON objects in `url` argument
2020-07-13 11:49:37 +01:00
Richard Davey
b1ae96eb76
Merge pull request #5130 from samme/docs/gameobject-body-type
Correct types for GameObject#body
2020-07-13 11:48:35 +01:00
Richard Davey
b2a67754df
Merge pull request #5115 from samme/docs/body-drag-type
Correct docs corrections
2020-07-13 11:47:18 +01:00
Richard Davey
fc3a89a816
Merge pull request #5158 from mooreInteractive/patch-1
Update Docs for render config pixelArt to be more specific
2020-07-13 11:44:44 +01:00
Richard Davey
9a34fa9197
Merge pull request #5171 from samme/fix/input-noop
Fix NOOP import
2020-07-13 11:42:32 +01:00
Richard Davey
9bb3a4ba19
Merge pull request #5178 from samme/docs/misc-7
Docs
2020-07-13 11:41:28 +01:00
Richard Davey
3f13071368
Merge pull request #5214 from SirJosh3917/SirJosh3917-sys-add-container-jsdoc
Update ContainerFactory.js
2020-07-13 11:40:25 +01:00
Richard Davey
d00632232d
Merge pull request #5216 from SanderVanhove/master
Fix Path moveTo optional y param
2020-07-13 11:37:28 +01:00
Richard Davey
bc0c289550
Merge pull request #5218 from braindx/drag-transform-fix
Fix drag coordinates with camera zoom (issue #4755)
2020-07-13 11:36:29 +01:00
Richard Davey
d4ff957f02 Preparing for v3.24.0 2020-07-13 11:25:27 +01:00
Jay Mattis
c5cfae0118 Fix drag coordinates with camera zoom (issue 4755)
The dragX and dragY passed to 'dragStart' and 'drag' events are supported to be in world coordinates (as specified by the docs) but the coordinates used (pointer.x and pointer.y) were not transformed by the camera into world space. The drags now use pointer.worldX and pointer.worldY which are the post-transform coordinates.
2020-07-12 21:13:33 -07:00
SanderVanhove
b4dcc9b17a Fix Path moveTo optional y param 2020-07-10 19:49:45 +00:00
danilo neves cruz
7302ad1041 StaticTilemapLayerWebGLRenderer: apply rotation and parent transform 2020-07-11 02:35:20 +07:00
SirJosh3917
f2e8a83691
Update ContainerFactory.js
Given that Container's constructor allows x and y to be optional, the JSDoc should match that.
2020-07-09 23:32:54 -04:00
samme
01ca4293e4 Fix missing _crop property
Fixes #5211
2020-07-08 12:04:23 -07:00
samme
1c2e15ac98 Update _dx and _dy during friction movement 2020-07-07 15:44:56 -07:00
samme
807aeed20c Correct prev and prevFrame 2020-07-03 14:02:10 -07:00
samme
3c239abf78 Add Display.Bounds.GetBounds() 2020-07-03 11:17:21 -07:00
samme
a626ba2777 Add Math#RotateTo 2020-07-03 11:08:04 -07:00
samme
16e94d79eb separateCircle fixes 2020-06-27 09:24:23 -07:00
Svipal
b4d9d71009 fixed orthogonal world to tile 2020-06-25 15:04:57 +02:00
samme
af141f6bf0 Add KeyboardPlugin#removeAllKeys 2020-06-23 11:58:26 -07:00
Michael Hadley
8285bcf44f Fix spacing 2020-06-17 08:21:06 -05:00
Michael Hadley
a161aa58cc Update TextStyle to have jsdocs for: wordWrapWidth, wordWrapUseAdvanced, wordWrapCallbackScope, wordWrapCallback 2020-06-17 07:53:23 -05:00
scott.liu
ea3279bd32 format 2020-06-17 11:03:25 +08:00
scott.liu
2f98f463d2 format 2020-06-17 11:01:50 +08:00
scott.liu
7f4bbf9192 format 2020-06-17 10:59:25 +08:00
scott.liu
104a3b9e35 format 2020-06-17 10:56:17 +08:00
scott.liu
f607f1f521 #3673 fix nested mask behaviour for Phaser.CANVAS mode 2020-06-17 10:53:38 +08:00
samme
e210de92be Docs: correct TimerEventConfig.startAt default 2020-06-16 10:57:35 -07:00
MerganThePirate
d60c9a33d8
Fixed bug from issue #5191 2020-06-15 08:25:26 -07:00
samme
3368d1e54a Docs: punctuation 2020-06-06 12:15:38 -07:00
samme
3c62cb3eb5 Configure timeline without tweens 2020-06-06 11:44:40 -07:00
samme
51779a80aa Docs: tween onStop, etc. 2020-06-06 11:21:23 -07:00
samme
de4943a407 Add tween 'stop' event and 'onStop' callback 2020-06-06 11:21:23 -07:00
Svipal
9bd310810d done 2020-06-06 11:13:11 +02:00
Svipal
9c8cdd4063 trying to fix conflic in ParseTileLayers 2020-06-06 11:11:43 +02:00
Svipal
e6d468cda7 worldToTile fixed 2020-06-06 00:23:16 +02:00
samme
fd3c682646 Add Arcade.Body#updateFromGameObject 2020-06-05 10:32:05 -07:00
samme
c963768c1e Docs: SetCollisionByExclusion() and friends
Fixes #5179

Thanks @BoltKey
2020-06-05 10:01:30 -07:00
Rex
84fd7eaa98 Fix bug about setting xRadius/yRadius by width/height
xRadius/yRadius is half of width/height
2020-06-02 14:00:52 +08:00
samme
dd7976699d Docs: grammar 2020-06-01 09:57:36 -07:00
samme
e091aecead Docs: Phaser.Tweens.Tween#callbacks
Tween#stop() does not invoke onComplete
2020-06-01 09:38:34 -07:00
samme
84d11e4772 Docs: add missing Phaser.GameObjects.Shape#geom 2020-05-31 15:07:12 -07:00
Michael Hadley
4e0176691a Fix return type in Text#getTextMetrics: object -> Phaser.Types.GameObjects.Text.TextMetric 2020-05-30 07:53:48 -05:00
Laurence
1238727256 Add info to the scene manager method headers where data is passed to (Scene.init and Scene.create) 2020-05-29 08:18:43 +01:00
samme
4722750f62 Fix NOOP import
Fixes #5170
2020-05-27 18:20:05 -07:00
samme
f1eb31c81a Add Phaser.GameObjects.Group#setActive 2020-05-25 10:58:26 -07:00
samme
6aeb609d55 Docs: whitespace 2020-05-25 10:58:10 -07:00
samme
5b9c34a32a Docs: Depth#depth and Depth#setDepth() 2020-05-25 09:20:42 -07:00
samme
9ffa3bd262 Remove spurious assignment 2020-05-24 22:25:21 -07:00
samme
634dfe4f29 Add Phaser.GameObjects.Group#setName 2020-05-24 22:17:55 -07:00
samme
50e93d2cee Fix error for headless renderer 2020-05-23 11:45:01 -07:00
samme
c0b6027160 Add Arcade Physics types 2020-05-23 10:09:41 -07:00
timo
a39199849e Allow chaining of multible animations
With this commit it is possible to chain more than one animation together for example:
this.mole.anims.play('digging',true).anims.chain('lifting').anims.chain('looking').anims.chain('lowering');

This commit introduces a property nextAnimsQueue. It holds all additional nextAnim-Keys in the order the chain()-method was called. It is handed over to the nextAnim-Property in the stop()-method.
2020-05-22 14:03:42 +02:00
timo
b00acb1838 Revert "Allow for chaining multible animations"
This reverts commit a5eacab048.
2020-05-22 13:45:21 +02:00
timo
a5eacab048 Allow for chaining multible animations
This allows for chaining multible animations by calling the chain(key) method multible times like this:
this.mole.anims.play('digging',true).anims.chain('lifting').anims.chain('looking').anims.chain('lowering');

This commit adds a new property nextAnimsQueue. This is an array that holds the chained keys in order of chain() requests.
This list will be worked on in the stop() function.
2020-05-22 13:30:37 +02:00
samme
36f08e75b8 Fix error for missing audio tag (already released) 2020-05-21 16:40:50 -07:00
Adam Moore
341bc9b9d8
update docs for pixelArt to be more specific
For pixel art, we want the aliasing, so anti-aliasing should be off, or false.
2020-05-20 17:25:50 -07:00
samme
ee284c6a42 Remove fullscreen promise, handle in onFullScreenChange() instead
Lets Safari start fullscreen (#5143)
2020-05-14 08:43:32 -07:00
samme
7ab57258fc Tiny optimization for BaseCamera#cull 2020-05-13 11:20:38 -07:00
samme
1ed0aaf8ba Fix position from scaled sprite 2020-05-11 10:38:48 -07:00
samme
fa2e76c18c Add missing config when passing children only 2020-05-11 10:24:01 -07:00
samme
6f3c0d2bb8 Don't discard config 2020-05-11 10:22:13 -07:00
samme
70b8bfe4b0 Add children after configuration
Ensures the create handler is called
2020-05-11 10:20:52 -07:00
samme
f374a4c045 Docs: Body descriptions
'boundary' is ambiguous, given the other bounds
2020-05-08 10:50:11 -07:00
samme
35672274bc Docs: Correct description in ArcadeWorldConfig 2020-05-08 10:46:08 -07:00
samme
00d645e438 Print texture key in warning for zero frames 2020-05-08 10:31:20 -07:00
samme
d89b09f181 Fix undefined key in error message 2020-05-06 18:07:23 -07:00
samme
928ac2c31c Docs for Phaser.Physics.Arcade.Body#facing 2020-05-06 10:26:27 -07:00
samme
ee957757bf Docs: correct type for Phaser.Loader.File#url 2020-05-06 08:53:47 -07:00
samme
b2eb6bfc43 Docs: Phaser.Physics.Arcade.World#useTree
Static bodies are always kept in an RTree
2020-05-05 15:32:49 -07:00
samme
62f0cf732a Always search the static tree 2020-05-05 10:47:21 -07:00
samme
d80e4f5824 Skip intersects check by argument 2020-05-04 22:06:24 -07:00
samme
992af0b15e Fast path for overlapOnly 2020-05-03 23:17:27 -07:00
samme
b7bc26d06f Correct types for GameObject#body? 2020-05-02 16:16:16 -07:00
samme
1f21a7d3be Fix url type check
Fixes #5125
2020-05-02 12:36:19 -07:00
samme
9965c81c66 Set states FILE_LOADING and FILE_LOADED 2020-05-02 10:01:38 -07:00
samme
db8db69575 Correct type for Phaser.Physics.Arcade.Body#drag
Fixes #5100
2020-04-29 11:18:56 -07:00
samme
f8376c83bb Fix wake() when running
Should not sleep
2020-04-29 09:39:22 -07:00
Richard Davey
56474423df Use Events and remove dead code 2020-04-27 16:40:46 +01:00
Richard Davey
afe3d7ff7b Update InputPlugin.js 2020-04-27 16:40:33 +01:00
Richard Davey
6668a8d763 New Events and lint fixes 2020-04-27 16:36:23 +01:00
Richard Davey
ca8f0be256 Added more docs 2020-04-27 16:21:34 +01:00
Richard Davey
33dfd5c519 Fixed method name 2020-04-27 16:21:27 +01:00
Richard Davey
96b1d4c783 Update LayerDataConfig.js 2020-04-27 16:16:50 +01:00
Richard Davey
ee0a04ec19 Fixed data type 2020-04-27 16:15:05 +01:00
Richard Davey
cef9aa2120 New Type Defs 2020-04-27 16:13:49 +01:00
Richard Davey
b035d190e9 Added JSDocs 2020-04-27 16:13:40 +01:00
Richard Davey
4d190470f3 Fixed Vector2Like types 2020-04-27 16:13:17 +01:00
Richard Davey
6783a430de Dropped beta flag 2020-04-27 15:41:58 +01:00
Richard Davey
4c77f26a29 Added JSDocs 2020-04-27 15:41:44 +01:00
Richard Davey
f770c433ce Fixed types (fix #5017) 2020-04-27 15:23:00 +01:00
Richard Davey
19c53407e5 CanvasTexture.setSize forgot to update the width and height properties of the Texture itself. These now match the underlying canvas element. Fix #5054 2020-04-27 15:19:00 +01:00
Richard Davey
7525ed2533 Updated docs 2020-04-27 15:09:37 +01:00
Richard Davey
e4a784cb8b Lint fixed version of #4373 2020-04-27 14:40:42 +01:00
Richard Davey
74bd872704 Updated version numbers 2020-04-27 14:00:47 +01:00
Richard Davey
756072b058
Merge pull request #4159 from jan1za/master
Added RotateTo Effect to Camera
2020-04-27 13:57:47 +01:00
Richard Davey
20ae4e3806
Merge pull request #4618 from jorbascrumps/feat-multiple-loader-headers
Adds support for multiple custom Loader headers
2020-04-27 13:54:26 +01:00
Richard Davey
2d05802125
Merge pull request #4851 from rexrainbow/Input-event-of-container-bug
Fix input-event bug in nested container
2020-04-27 13:50:16 +01:00
Richard Davey
bf9cbabe50 Fixed lint errors with #4964 PR 2020-04-27 13:46:37 +01:00
Richard Davey
06f8d1b8a5
Merge pull request #4964 from gogoprog/feature/tilemapImageCollections
Create tilesets from image collections
2020-04-27 13:42:46 +01:00
Richard Davey
e1b8b04623
Merge pull request #4975 from JasonHK/jsdoc
Fixed `this` return types
2020-04-27 13:25:58 +01:00
Richard Davey
fd4ac6dfdf
Merge pull request #5052 from aucguy/contribute
Fix loading audio and video with blob urls
2020-04-27 13:12:17 +01:00
Richard Davey
63eb41eb94
Merge pull request #5051 from samme/feature/tiled-point-and-createFromObjects
Add Tiled point object and change offset in createFromObjects()
2020-04-27 13:10:34 +01:00
Richard Davey
e85a66f4e9 Shouldn't be part of the Container 2020-04-27 13:04:08 +01:00
Richard Davey
91e8d331c6 lint fixes 2020-04-27 13:03:55 +01:00
Richard Davey
f66e05b81d
Merge pull request #5042 from Minious/master
Fix wrong Container.getBounds with child container
2020-04-27 13:01:53 +01:00
Richard Davey
a03b6e6592 Lint fixes 2020-04-27 12:59:28 +01:00
Richard Davey
3df2b2eac4
Merge pull request #5041 from samme/fix/audiofile-state
Fix undefined state during processing of AudioFile and VideoFile
2020-04-27 12:54:27 +01:00
Richard Davey
2c80fad116 When enabling a Game Object for Input Debugging the created debug shape will now factor in the position, scale and rotation of the Game Objects parent Container, if it has one. #4998 2020-04-27 12:52:36 +01:00
Richard Davey
9f5ac5e46b
Merge pull request #4998 from scott20145/fix_inputdebug_shape_position
Fix inputDebug shape position when the target is inside a container
2020-04-27 12:45:25 +01:00
Richard Davey
d438c93435
Merge pull request #4985 from rexrainbow/datamanager-improvement
Add incData, toggleData methods
2020-04-27 12:43:56 +01:00
Richard Davey
91bfd7d0c2
Merge pull request #4984 from Nightspeller/issue#4983
Proposed fix for the issue#4983
2020-04-27 12:39:24 +01:00
Richard Davey
f92b649d85
Merge pull request #5004 from samme/fix/4976-headless-text
Fix updateText() error for headless renderer
2020-04-27 12:36:01 +01:00
Richard Davey
ba76f61109
Merge pull request #4995 from samme/fix/checkCollision-none-vs-tile
Fix checkCollision none for tile collisions; and optimizations
2020-04-27 12:32:40 +01:00
Richard Davey
0b1267e93a
Merge pull request #4965 from mktcode/patch-1
set depth of input debug body
2020-04-27 12:25:45 +01:00
Richard Davey
eaebcbd91f
Merge pull request #5033 from samme/fix/matter-common-isString
Fix 'TypeError: Invalid calling object' in IE
2020-04-27 12:23:46 +01:00
Richard Davey
6a93f9e746
Merge pull request #5043 from samme/fix/setGameSize-aspect
Fix wrong display aspect ratio after setGameSize()
2020-04-27 12:21:54 +01:00
Richard Davey
d0c4f4df12
Merge pull request #5047 from jdcook/fix/particles-get-points
added stepRate check for GetPoints methods
2020-04-27 12:20:22 +01:00
Richard Davey
598356dfef
Merge pull request #5048 from samme/docs/PackFileSection
Add Phaser.Types.Loader.FileTypes.PackFileSection
2020-04-27 12:16:34 +01:00
Richard Davey
ab7b7b19a4
Merge pull request #5066 from samme/fix/5065-scene-update-before-create
Fix scene update before create
2020-04-27 12:15:41 +01:00
Richard Davey
db882e82dd
Merge pull request #5060 from jjcapellan/fix5059
fix #5059
2020-04-27 12:13:51 +01:00
Richard Davey
c34212aed4
Merge pull request #5070 from 123survesh/fix_mozLockOrientation
Fix for issue #5069, where using lockOrientation breaks in firefox
2020-04-27 12:11:51 +01:00
Richard Davey
d2dce27e25
Merge pull request #5082 from MrMadClown/master
#5078
2020-04-27 12:09:36 +01:00
Richard Davey
5d2f61b232
Merge pull request #5094 from samme/feature/path-getTangent
Add Phaser.Curves.Path#getTangent
2020-04-27 12:06:50 +01:00
Richard Davey
e9afbdd933
Merge pull request #5099 from TroKEMp/master
Fix camera's fadeIn/fadeOut effects
2020-04-27 12:04:54 +01:00
Richard Davey
625ca20a0e Fix lint error introduced by #4989 2020-04-27 12:02:30 +01:00
Richard Davey
c8e0f91083
Merge pull request #4989 from jjcapellan/syncToRender
New property Arcade.World.fixedStep
2020-04-27 12:01:24 +01:00
Richard Davey
43670b1abc
Merge pull request #5032 from jcyuan/master
TS def improvements
2020-04-27 11:56:59 +01:00
Richard Davey
b14b60516a Fixed duplicate event introduced in #5038 2020-04-27 11:53:08 +01:00
Richard Davey
70a4b9843e
Merge pull request #5038 from halilcakar/master
Update JSDocs for events
2020-04-27 11:51:40 +01:00
Richard Davey
46a42f1440 Fix blur / focus event issue (re: #5013) 2020-04-27 11:13:54 +01:00
Richard Davey
d7ccddb19d
Merge pull request #5101 from MartinBlackburn/addTypes
added down key to types for SmoothedKeyControlConfig
2020-04-27 10:27:36 +01:00
Richard Davey
8733847842 Should be between -180, 180 #5075 2020-04-27 10:23:55 +01:00
Richard Davey
92e4345c0e Should be between -pi, pi #5075 2020-04-27 10:23:44 +01:00
Richard Davey
18d5767e14
Merge pull request #5075 from samme/feature/math-angle-random
Add Phaser.Math.Angle.Random() and Phaser.Math.Angle.RandomDegrees()
2020-04-27 10:18:59 +01:00
Richard Davey
fbceacf387
Merge pull request #5092 from samme/feature/Vector2-methods
Add Phaser.Math.Vector2 methods
2020-04-27 10:17:42 +01:00
Richard Davey
4f80ec5748 Fix spelling mistake 2020-04-27 10:13:15 +01:00
Richard Davey
3147d412f9
Merge pull request #5093 from samme/feature/path-follower-delta
Add PathFollower#pathDelta
2020-04-27 10:12:03 +01:00
Richard Davey
e009ec5fdc
Merge pull request #5096 from samme/feature/Rectangle-FromXY
Add Phaser.Geom.Rectangle.FromXY()
2020-04-27 10:10:39 +01:00
Richard Davey
1dd3d4e372
Merge pull request #5055 from samme/fix/html5audio-volume
Clamp audio tag volume in HTML5AudioSound
2020-04-27 10:08:55 +01:00
Richard Davey
3149cd6bcc
Merge pull request #5095 from samme/feature/new-soundmanager-methods
Add new Sound Manager methods
2020-04-27 10:07:14 +01:00
Richard Davey
3122b51f66
Merge pull request #5106 from samme/fix/NoAudioSound
Fix destroying NoAudioSound and add missing methods
2020-04-27 10:02:53 +01:00
Richard Davey
f4efebfb64
Merge pull request #5103 from samme/docs/misc-6
Docs corrections
2020-04-27 10:01:33 +01:00
Richard Davey
0b059af3ea
Merge pull request #5107 from samme/fix/html5-audio-dataset
Fix TypeError when loading HTML5AudioFile
2020-04-27 10:00:29 +01:00
Richard Davey
6c47e3d9e1 Formatting fixes 2020-04-27 09:59:40 +01:00
Ben Randall
c4e9860c4b Fixes to JSON texture parsers
Add support for anchors to JSON Hash
Accept pivot value from anchor property or pivot property.
2020-04-26 22:12:06 -07:00
samme
56ad38f17d Docs: correct Tilemap#renderDebugFull 2020-04-26 12:38:20 -07:00
samme
b47073395b Docs: generic return 2020-04-24 13:30:07 -07:00
samme
32a8927736 Docs: Math
RotateAround, RotateAroundDistance
2020-04-24 13:10:06 -07:00
samme
c0e5f201cd Docs: Arcade Physics collisions 2020-04-23 10:50:33 -07:00
samme
c472a50367 Use native dataset if available
Fixes TypeError in strict mode (`dataset` is readonly)
2020-04-22 17:52:51 -07:00
samme
1a27ff9c04 Docs: NoAudioSound
Does not extend BaseSound, strictly speaking
2020-04-22 10:37:21 -07:00
samme
a9adf0f6cf Fix NoAudioSound#destroy 2020-04-22 10:36:42 -07:00
samme
9909ada001 Add NoAudioSound methods 2020-04-22 09:35:57 -07:00
samme
a47408030b Docs: Phaser.Physics.Arcade.Components.Friction 2020-04-21 15:08:49 -07:00
samme
d17c004787 Docs: correct description for Arcade.Body#drag
Fixes #5100
2020-04-21 11:10:43 -07:00
samme
cfe501c338 Docs: correct type for CanvasTexture#getPixels 2020-04-21 11:05:16 -07:00
Martin Blackburn
c4a3a3cc39 added down key to types for SmoothedKeyControlConfig 2020-04-21 11:24:44 +01:00
Volodymyr Linyvyi
8d217d53fa Set TextureTintPipeline on each 'postRenderCamera' call 2020-04-19 18:44:03 +03:00
samme
6506295d62 Add Vector2 methods 2020-04-17 10:21:04 -07:00
samme
03c9c5fa33 Add PathFollower#pathDelta 2020-04-17 09:28:40 -07:00
samme
108c780ea9 Add Phaser.Curves.Path#getTangent 2020-04-17 09:26:01 -07:00
lucap
6e30293142 #5078
- updated description of data in the SceneTransitionConfig definition
2020-04-14 07:33:23 +02:00
Svipal
aae73c3cb8 fixed independent ttw calls in physics/arcade/World.js 2020-04-13 18:40:58 +02:00
svipal
641251a338
Merge pull request #6 from photonstorm/master
fuse with master + cleanup
2020-04-10 21:09:06 +02:00
svipal
5911b94d35 Revert "clean up"
This reverts commit 854589ddbe.

woops
2020-04-10 20:55:31 +02:00
svipal
854589ddbe clean up 2020-04-10 20:40:52 +02:00
Godard
5fd94d76a7 fix Input enableDebug function, add debug Shape to parentContainer 2020-04-09 12:04:20 -04:00
Godard
9c2447dcb8 fix Container pointToContainer function 2020-04-09 12:02:31 -04:00
lucap
ace0e200e4 #5078
- passing the data from the transition to the System.wake method
- added missing property to the SceneTransitionConfig definition
2020-04-08 20:20:01 +02:00
samme
e8381c1b9b Add new Sound Manager methods
- BaseSoundManager#get()
- BaseSoundManager#getAll()
- BaseSoundManager#removeAll()
- BaseSoundManager#stopByKey()
2020-04-04 14:29:31 -07:00
samme
eeb00c1a92 Docs: when to quote fontFamily
Fixes #5076
2020-04-04 10:56:52 -07:00
samme
dfe4219f65 Add Geom.Rectangle.FromXY 2020-04-03 20:46:10 -07:00
samme
4a711e42fe Docs: fix description for TiledObject.point 2020-04-03 20:13:13 -07:00
Svipal
8665e08f13 refactored things so that there is no more switching at runtime depending on orientation 2020-04-03 19:36:13 +02:00
Survesh
ed0e76cdbf Updated fix for issue #5069 2020-04-03 18:48:49 +05:30
samme
b51b0a1d2a Add Math.Angle.Random() and Math.Angle.RandomDegrees() 2020-04-02 10:41:43 -07:00
samme
f6dfb9a278 Reset sceneUpdate in boot
Fixes #5065
2020-04-01 13:12:25 -07:00
samme
9ff1634e66 Docs: correct names for easing functions
Linear, Stepped. #5062
2020-03-29 14:42:42 -07:00
jjcapellan
4e4b1359de fix #5059 2020-03-28 19:20:07 +01:00
samme
08aaf6231f Docs: fix my math in Transform#rotation 2020-03-27 21:18:49 -07:00
samme
51ecad61ad Clamp volume
Fixes 'IndexSizeError: The index is not in the allowed range'
2020-03-24 17:00:25 -07:00
samme
cae9d2ec07 Description for BaseSoundManager#playAudioSprite 2020-03-24 13:56:22 -07:00
aucguy
ff886b001e Fix loading audio and video with blob urls
Passing a blob url as the second parameter to `this.load.audio` or
`this.load.video` would cause Phaser to load a different url.
Additionally, `this.load.path` would incorrectly be prepended to the
url.

`AudioFile.getAudioURL` and `VideoFile.getVideoURL`, are expected to
return an object with two properties; url and type. However when passed
a blob url they return a string. The return value's
`url` property is inspected to get the url. For strings' the property is
`undefined`. If the url property is undefined then a url derived from
the asset key is used instead.
2020-03-22 22:21:27 -05:00
samme
bc8606c65c Add Phaser.Types.Tilemaps.TiledObject.point 2020-03-22 16:09:23 -07:00
samme
5ec9e6b91a Offset by object data dimensions, allowing zero offset 2020-03-22 09:37:42 -07:00
samme
fb881a54b9 Add 'point' property for points
https://doc.mapeditor.org/en/latest/reference/json-map-format/#point-example
2020-03-22 09:29:10 -07:00
samme
df1537fa36 Remove redundant assignments
Already picked
2020-03-22 09:28:24 -07:00
Svipal
1ccc815ce7 removed a few debug prints, moved isoBounds to a new component, started to add constants 2020-03-22 12:35:24 +01:00
Svipal
33daee1d27 canvas renderer typo fix 2020-03-22 08:48:26 +01:00
svipal
9c23f7e72f
Update src/tilemaps/ParseToTilemap.js
Co-Authored-By: Chris Andrew <hex727@gmail.com>
2020-03-22 08:46:07 +01:00
samme
c3dae63c20 Description for Vector2#normalizeRightHand 2020-03-21 13:57:12 -07:00
samme
700d3b7316 Physics groups descriptions 2020-03-21 09:46:31 -07:00
Svipal
72cb3343d6 cleaning up debug prints and such 2020-03-21 11:25:04 +01:00
Svipal
cec71a85ea added hexagonal support 2020-03-21 10:19:03 +01:00
samme
037d3f1823 Description for pack property 2020-03-18 10:24:59 -07:00
samme
f39e3d8f10 Add Phaser.Types.Loader.FileTypes.PackFileSection
Correct types in Scenes.SettingsConfig, Scenes.SettingsObject

Fixes #5046
2020-03-17 17:25:42 -07:00
Chris Andrew
8655dfa6c9
WebAudioSoundManager description spacing 2020-03-17 21:22:40 +00:00
Chris Andrew
3fb803568d
HTML5AudioSoundManager description spacing 2020-03-17 21:21:13 +00:00
Jared Cook
2f8c00639b added stepRate check for GetPoints methods 2020-03-16 16:12:22 -05:00
Svipal
406e6eb093 fixed worldtotilex on odd tiles 2020-03-14 10:57:19 +01:00
Svipal
66e99bccc6 changed a few things, preparing tiles 2020-03-14 10:23:13 +01:00
Svipal
a7d4816564 added staggered support 2020-03-14 10:11:04 +01:00
samme
b61edd088e Update display aspect ratio in setGameSize()
Fixes #4971
2020-03-13 16:49:11 -07:00
Eliot Godard
f4ba7c4e3a Fix wrong Container.getBounds with child container 2020-03-12 01:42:17 -04:00