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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Correct docs corrections
2020-07-13 11:47:18 +01:00
Richard Davey
fc3a89a816
Merge pull request #5158 from mooreInteractive/patch-1
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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
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Fix NOOP import
2020-07-13 11:42:32 +01:00
Richard Davey
9bb3a4ba19
Merge pull request #5178 from samme/docs/misc-7
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Docs
2020-07-13 11:41:28 +01:00
Richard Davey
3f13071368
Merge pull request #5214 from SirJosh3917/SirJosh3917-sys-add-container-jsdoc
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Update ContainerFactory.js
2020-07-13 11:40:25 +01:00
Richard Davey
d00632232d
Merge pull request #5216 from SanderVanhove/master
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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
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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)
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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
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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
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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
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Fixes #5179
Thanks @BoltKey
2020-06-05 10:01:30 -07:00
Rex
84fd7eaa98
Fix bug about setting xRadius/yRadius by width/height
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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
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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
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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
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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"
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This reverts commit a5eacab048
.
2020-05-22 13:45:21 +02:00
timo
a5eacab048
Allow for chaining multible animations
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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
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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
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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
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Ensures the create handler is called
2020-05-11 10:20:52 -07:00
samme
f374a4c045
Docs: Body descriptions
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'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
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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
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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
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Fixes #5100
2020-04-29 11:18:56 -07:00
samme
f8376c83bb
Fix wake() when running
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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
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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
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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
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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
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Create tilesets from image collections
2020-04-27 13:42:46 +01:00
Richard Davey
e1b8b04623
Merge pull request #4975 from JasonHK/jsdoc
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Fixed `this` return types
2020-04-27 13:25:58 +01:00
Richard Davey
fd4ac6dfdf
Merge pull request #5052 from aucguy/contribute
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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
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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
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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
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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
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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
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Add incData, toggleData methods
2020-04-27 12:43:56 +01:00
Richard Davey
91bfd7d0c2
Merge pull request #4984 from Nightspeller/issue#4983
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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
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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
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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
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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
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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
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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
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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
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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
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Fix scene update before create
2020-04-27 12:15:41 +01:00
Richard Davey
db882e82dd
Merge pull request #5060 from jjcapellan/fix5059
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fix #5059
2020-04-27 12:13:51 +01:00
Richard Davey
c34212aed4
Merge pull request #5070 from 123survesh/fix_mozLockOrientation
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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
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#5078
2020-04-27 12:09:36 +01:00
Richard Davey
5d2f61b232
Merge pull request #5094 from samme/feature/path-getTangent
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Add Phaser.Curves.Path#getTangent
2020-04-27 12:06:50 +01:00
Richard Davey
e9afbdd933
Merge pull request #5099 from TroKEMp/master
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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
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New property Arcade.World.fixedStep
2020-04-27 12:01:24 +01:00
Richard Davey
43670b1abc
Merge pull request #5032 from jcyuan/master
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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
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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
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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
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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
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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
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Add PathFollower#pathDelta
2020-04-27 10:12:03 +01:00
Richard Davey
e009ec5fdc
Merge pull request #5096 from samme/feature/Rectangle-FromXY
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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
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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
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Add new Sound Manager methods
2020-04-27 10:07:14 +01:00
Richard Davey
3122b51f66
Merge pull request #5106 from samme/fix/NoAudioSound
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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
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Docs corrections
2020-04-27 10:01:33 +01:00
Richard Davey
0b059af3ea
Merge pull request #5107 from samme/fix/html5-audio-dataset
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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
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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
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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
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Fixes TypeError in strict mode (`dataset` is readonly)
2020-04-22 17:52:51 -07:00
samme
1a27ff9c04
Docs: NoAudioSound
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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
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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
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- 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
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fuse with master + cleanup
2020-04-10 21:09:06 +02:00
svipal
5911b94d35
Revert "clean up"
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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
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- 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
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- BaseSoundManager#get()
- BaseSoundManager#getAll()
- BaseSoundManager#removeAll()
- BaseSoundManager#stopByKey()
2020-04-04 14:29:31 -07:00
samme
eeb00c1a92
Docs: when to quote fontFamily
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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
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Fixes #5065
2020-04-01 13:12:25 -07:00
samme
9ff1634e66
Docs: correct names for easing functions
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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
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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
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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
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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
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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
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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
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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()
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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