Richard Davey
333945a89e
Remove Mesh Game Object and add Layer3D
2020-09-21 18:24:38 +01:00
Richard Davey
afe765a2cf
Fix component properties
2020-09-21 18:24:12 +01:00
Richard Davey
6abeb84ff6
Remove Face and Vertex classes
2020-09-21 18:24:03 +01:00
Richard Davey
d86cde525a
Remove console.log
2020-09-21 18:23:48 +01:00
Richard Davey
d33c69b65c
Updated the shaders
2020-09-21 18:23:41 +01:00
Richard Davey
24f7c2e3df
Updated to use RGB objects, finished missing methods
2020-09-21 15:57:57 +01:00
Richard Davey
893453f840
New uniforms handler, new cache and dirty checks
2020-09-21 15:57:38 +01:00
Richard Davey
33734309f1
Clean the mesh after rendering
2020-09-21 15:57:21 +01:00
Richard Davey
989e3e6e07
Swapped to use RGB objects
2020-09-21 15:57:11 +01:00
Richard Davey
82c8ada236
Added fog, dirty refresh and preUpdate handler
2020-09-21 15:56:58 +01:00
Richard Davey
27eafe3661
New Face and Vertex typedefs
2020-09-21 15:56:21 +01:00
Richard Davey
977054a7c8
Added new RGB class to encapsulate color data
2020-09-21 15:56:09 +01:00
Richard Davey
4549fb4320
Updated type defs
2020-09-21 14:05:51 +01:00
Richard Davey
f2f3aea79a
Shorter errors
2020-09-21 14:05:38 +01:00
Richard Davey
9bb510be0c
Now caches uniform locations and added all of the new set1f
etc uniform methods
2020-09-21 14:05:30 +01:00
Richard Davey
7a8932a3a4
Remove log
2020-09-21 14:04:52 +01:00
Vladislav Forsh
4d7301a4be
Improve types for particle emitter deathZone and emitZone
2020-09-21 12:38:29 +03:00
Richard Davey
7f7d7a1b2e
Can now rotate the model
2020-09-21 10:13:58 +01:00
Richard Davey
1b4af32ec2
The Quaternion
class constructor will now default the values to 0,0,0,1
if they're not provided, making it an identity quaternion, rather than the 0,0,0,0
it was before.
2020-09-21 10:13:50 +01:00
Vladislav Forsh
530c7a3d92
Add reserve property to particle emitter config
2020-09-21 12:06:49 +03:00
Richard Davey
a8df17b622
Corrected JSDocs
2020-09-21 09:54:23 +01:00
Richard Davey
99953b94b6
Merge pull request #5311 from vforsh/master
...
Add ability to use custom easing function(s) with particle emitters
2020-09-21 09:40:26 +01:00
Richard Davey
3672559fc1
Merge pull request #5315 from samme/feature/onWorldBounds
...
Add onWorldBounds argument in Arcade.Body#setCollideWorldBounds()
2020-09-21 09:38:05 +01:00
Richard Davey
e7f6e8aa57
Merge pull request #5317 from samme/docs/cursorKeys
...
Docs: correct CursorKeys
2020-09-21 09:35:31 +01:00
Richard Davey
48272312ed
Merge pull request #5318 from samme/fix/getMatching
...
Fix Group#getMatching()
2020-09-21 09:34:03 +01:00
Richard Davey
78c1eb7934
Removed debug, modified signatuers, added fog
2020-09-21 00:17:58 +01:00
Richard Davey
0ad265da2e
Removed faces and verts arrays as moved to a single ArrayBuffer instance
2020-09-21 00:17:38 +01:00
Richard Davey
56caeb126f
Renders whole buffer in a single draw with no vertex iteration
2020-09-21 00:17:14 +01:00
Richard Davey
1d2a8bc58f
Added fog to shader
2020-09-21 00:16:43 +01:00
samme
d4059c8f6e
Fix Group#getMatching
2020-09-19 10:10:25 -07:00
Svipal
3997cad5a7
same work
2020-09-19 13:05:56 +02:00
Svipal
e25c4a2e6b
made it so github will not list file differences that are not there
2020-09-19 12:58:16 +02:00
Svipal
5fd854fd26
fixed dynamic layer
2020-09-19 11:45:46 +02:00
Svipal
7ca2f9f10b
Merge branch 'master' of https://github.com/svipal/phaser into master
2020-09-19 11:04:49 +02:00
Svipal
a9e8c49bf0
fixed typo
2020-09-19 11:04:28 +02:00
svipal
030a9489cd
Merge pull request #9 from photonstorm/master
...
Final master pull hopefully
2020-09-19 11:01:04 +02:00
Svipal
299f83c13d
fixed conflicts
2020-09-19 10:56:05 +02:00
Richard Davey
8366d90f96
Added material and other new methods
2020-09-18 17:52:53 +01:00
Richard Davey
374cc84be8
Now the pipeline does it all
2020-09-18 17:52:41 +01:00
Richard Davey
561a1b54a2
Handle vertex normals too
2020-09-18 17:52:30 +01:00
Richard Davey
640ce49d93
Update MeshCamera.js
2020-09-18 17:52:20 +01:00
Richard Davey
6e62ada207
Created new MeshLight class
2020-09-18 17:52:15 +01:00
Richard Davey
307cbe130f
New Mesh Shader
2020-09-18 17:51:23 +01:00
Richard Davey
9a1b252a11
Use shouldFlush
2020-09-18 17:50:57 +01:00
Richard Davey
371fb5e68a
Added normals, removed Vec3
2020-09-18 17:50:47 +01:00
Richard Davey
0e2911c4a5
Added fromRotation and mult methods
2020-09-18 17:50:40 +01:00
Richard Davey
0013db3747
Created new Mesh Pipeline
2020-09-18 17:50:20 +01:00
samme
08b2ea467b
Docs: correct CursorKeys
...
Properties not optional
2020-09-18 08:57:05 -07:00
Richard Davey
74f35acad1
Better docs
2020-09-18 16:38:26 +01:00
svipal
79fe9abc6e
finished updating culling system
2020-09-18 17:16:52 +02:00
samme
2eb505c91d
Docs: Arcade.Body#setCollideWorldBounds
2020-09-17 14:20:13 -07:00
samme
7aa8f02d8c
Add onWorldBounds arg in setCollideWorldBounds()
2020-09-17 14:19:57 -07:00
Richard Davey
5b8e490c7e
Flush during render so we can have models with more vertices than the batch allows
2020-09-17 18:08:25 +01:00
Richard Davey
5ff9894925
MeshCamera now supports orbit and pan modes
2020-09-17 18:08:07 +01:00
Richard Davey
d40f99c332
Vertor3.addScale
is a new method that will add the given vector and multiply it in the process.
2020-09-17 18:07:54 +01:00
Richard Davey
6ce58ed73b
Let them define the orientation
2020-09-17 10:08:15 +01:00
Richard Davey
87ed734475
Easier iteration
2020-09-17 10:08:07 +01:00
Richard Davey
f853a2be70
Use the projected coordinates
2020-09-17 10:07:56 +01:00
Richard Davey
38958d025a
We need the z axis
2020-09-17 10:07:19 +01:00
Richard Davey
8ca1730cc1
Remove log
2020-09-16 17:49:00 +01:00
Richard Davey
c5412df09e
Fix docs
2020-09-16 17:48:56 +01:00
Richard Davey
8085952507
Expose MeshCamera
2020-09-16 17:35:54 +01:00
Richard Davey
c306229478
Final JSDocs
2020-09-16 17:33:17 +01:00
Richard Davey
303f09b23e
Final JSDocs
2020-09-16 17:25:42 +01:00
Richard Davey
1d0b5cc6a9
Added Size component
2020-09-16 17:15:37 +01:00
Richard Davey
fcf0867843
Final JSDocs
2020-09-16 17:15:25 +01:00
Richard Davey
a38166ce2b
Now allows a texture per model, not mesh
2020-09-16 16:39:06 +01:00
Richard Davey
fcd1cf96b8
Added dirty handling, drawDebug and destroy
2020-09-16 16:38:53 +01:00
Richard Davey
851775ae19
New MeshCamera class
2020-09-16 16:38:39 +01:00
Richard Davey
8ff008b740
Removed un-used components, refactored method names and added MeshCamera
2020-09-16 16:38:32 +01:00
Richard Davey
da6a300474
Iterates and renders the new models array
2020-09-16 13:51:39 +01:00
Richard Davey
4f7442ee96
Moving all dependencies to the Model object
2020-09-16 13:51:30 +01:00
Richard Davey
113ae646e2
Updated path ref
2020-09-16 13:50:44 +01:00
Richard Davey
a96d380933
Created new Geom.Mesh
namespace for all of the Mesh related functions and classes
2020-09-16 13:50:36 +01:00
Vladislav Forsh
8fd4754b03
Add ability to use custom easing function(s) with particle emitters
2020-09-16 12:43:38 +03:00
Richard Davey
45412157c2
Added JSDocs
2020-09-16 09:50:24 +01:00
Richard Davey
b74928b2f8
Added hideCCW
, addOBJ
, addModel
, sortByDepth
, rotateX
, rotateY
, rotateZ
, depthSort
, addVertex
and addFace
methods.
2020-09-15 18:09:19 +01:00
Richard Davey
431eb69b42
Much cleaner rendering function, skipping invalid faces
2020-09-15 18:07:51 +01:00
Richard Davey
3e133c900a
New method signature order
2020-09-15 18:07:24 +01:00
Richard Davey
a2a199818e
Added contains
and isCounterClockwise
methods and depth
property
2020-09-15 18:07:14 +01:00
Richard Davey
229d27dc9e
Updated docs and added load
method
2020-09-15 18:06:48 +01:00
Richard Davey
dd28a11c93
Loader.OBJFile
is a new File Loader type that can load Wavefront OBJ files, which are then parsed and stored in the OBJ Cache.
2020-09-15 18:06:31 +01:00
Richard Davey
a0b47e8c5f
Geom.ParseObj
is a new function that will parse a Wavefront OBJ file into model data that can be consumed by the Mesh Game Object.
2020-09-15 18:05:47 +01:00
Richard Davey
bd2c56e306
Typo fix
2020-09-15 18:04:26 +01:00
Richard Davey
d8a8aa8448
Added clearVertices
and renamed to addVertices
so you can append on more verts post-creation
2020-09-15 11:57:44 +01:00
Richard Davey
b763fa0f18
The Mesh now renders by iterating through the Faces array, not the vertices. This allows you to use Array methods such as BringToTop
to reposition a Face, thus changing the drawing order without having to repopulate all of the vertices.
2020-09-15 11:57:22 +01:00
Richard Davey
5e5b8c0938
The WebGLPipeline.shouldFlush
method now accepts an optional parameter amount
. If given, it will return true
if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
2020-09-15 11:54:12 +01:00
Richard Davey
08b4597b72
Improved JSDocs
2020-09-15 10:37:19 +01:00
Richard Davey
99c12540f7
Utils.Array.Matrix.Translate
is a new function that will translate an Array Matrix by horizontally and vertically by the given amounts.
2020-09-15 10:35:53 +01:00
Richard Davey
92982d810b
Added ability to get InCenter. translate and rotate Face
2020-09-14 17:35:06 +01:00
Richard Davey
52d5b00fe5
Added setPosition
and translate
methods
2020-09-14 17:34:47 +01:00
Richard Davey
f97042193f
Beta 7 tag
2020-09-14 15:35:00 +01:00
Richard Davey
6a966e3f3b
Removed interpolationPercentage
parameter from all render methods, as it has never been used.
2020-09-14 15:33:58 +01:00
Richard Davey
83f8f007d1
Now uses GetCalcMatrix
2020-09-14 15:22:16 +01:00
Richard Davey
1057ead114
Dump all of the old mega arrays and replace with an array of Vertex instances.
2020-09-14 15:09:34 +01:00
Richard Davey
36a33745b6
Expose Vertex and Face
2020-09-14 15:09:12 +01:00
Richard Davey
6a3ce21702
GameObject.Face
is a new micro class that consists of references to the three Vertex
instances that construct the single Face.
2020-09-14 15:08:36 +01:00
Richard Davey
8fc969088c
GameObject.Vertex
is a new micro class that encapsulates all of the data required for a single vertex, such as position, uv, color and alpha. This class is now created internally by the Mesh Game Object.
2020-09-14 15:08:25 +01:00
Richard Davey
3fa0070e50
Now uses white texture and tintEffect mode 1
2020-09-14 15:03:04 +01:00
Richard Davey
87c8e75ece
Updated JSDocs
2020-09-14 15:02:21 +01:00
Richard Davey
951457c881
As a result of the change to the shader, all uses of the WebGL Util function getTintAppendFloatAlphaAndSwap
have been replaced with getTintAppendFloatAlpha
instead.
2020-09-14 15:02:13 +01:00
Richard Davey
194257d199
Create GetCalcMatrixResults.js
2020-09-14 15:01:45 +01:00
Richard Davey
8d25510b61
GameObjects.GetCalcMatrix
is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText
(Static and Dynamic), Graphics
, Mesh
, Rope
, Shader
, Arc
, Curve
, Ellipse
, Grid
, IsoBox
, IsoTriangle
, Line
, Polygon
, Rectangle
, Star
and Triangle
. This dramatically reduces the amount of duplicate code across the API.
2020-09-14 15:01:40 +01:00
Richard Davey
4795c56d79
Config.images.white
is a new Game Config property that specifies the 4x4 white PNG texture used by Graphics rendering. You can override this via the config, but only do so if needed.
2020-09-14 14:57:08 +01:00
Richard Davey
e368c479a0
The TextureManager
now generates a new texture with the key __WHITE
durings its boot process. This is a pure white 4x4 texture used by the Graphics pipelines.
2020-09-14 14:54:58 +01:00
Richard Davey
81800e0ce2
WebGLRenderer.whiteTexture
is a new property that is a reference to a pure white 4x4 texture that is created during Boot by the Texture Manager. The Multi Pipeline uses this internally for all Graphic, Shape and fill rendering.
2020-09-14 14:44:29 +01:00
Richard Davey
81b63cdf20
The Rope.tintFill
property is now a boolean, not an integer, and can no longer take 2
as a value for a complete fill. Instead, you should provide a solid color texture with no alpha.
2020-09-14 11:12:41 +01:00
Richard Davey
e5ce83aebd
New direct tint value
2020-09-14 11:06:16 +01:00
Richard Davey
0f6cc79cd1
The function GetColorFromValue
has been removed as it's no longer used internally.
2020-09-14 11:05:32 +01:00
Richard Davey
4ade25fc79
No longer read private values for tint
...
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
75c5f11aee
Updated shader source RGB to BGR and removed if-else block
...
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they now read the color value as `outTint.bgr` instead of `outTint.rgb`. This allows the colors to remain in RGB order within the Tint component.
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they no longer have a 3-way check on the `outTintEffect` value.
2020-09-14 11:02:02 +01:00
Richard Davey
6d09f1fe40
Refactored Tint component
...
* `Tint.tintTopLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTL` which has now been removed.
* `Tint.tintTopRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTR` which has now been removed.
* `Tint.tintBottomLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBL` which has now been removed.
* `Tint.tintBottomRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBR` which has now been removed.
* The property `Tint._isTinted` has been removed as it's no longer required.
2020-09-14 10:59:32 +01:00
Richard Davey
ea0abc4f69
Tidy up the formatting
2020-09-14 09:44:17 +01:00
Richard Davey
17ed707acb
The Loader.path
was being added to the File URL even if the URL was absolute. This is now checked for and the path is not applied unless the URL is relative #5301
2020-09-14 09:23:59 +01:00
Richard Davey
25b5c2d1d1
Loads of new Mesh updates
...
* `Mesh.setVertices` is a new method that allows you to set the verts of a Mesh Game Object from the given parameters. This allows you to modify a mesh post-creation, or populate it with data at a later stage.
* The Mesh constructor signature has changed to `scene, x, y, vertices, uvs, indicies, colors, alphas, texture, frame`, where `indicies` is the new parameter added to the list. It allows you to provide indexed vertex data to create the Mesh from, where the `indicies` array holds the vertex index information. The final list of vertices is built from this index along with the provided vertices and uvs arrays.
* You can now supply just a single numerical value as the `color` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the color for all vertices created.
* You can now supply just a single numerical value as the `alpha` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the alpha for all vertices created.
* The `Mesh` Game Object now extends the `SingleAlpha` component and the alpha value is factored into the final alpha value per vertex during rendering. This means you can now set the whole alpha across the Mesh using the standard `setAlpha` methods. But, if you wish to, you can still control the alpha on a per-vertex basis as well.
* The `Mesh` Game Object now has the Animation State Component. This allows you to create and play animations across the texture of a Mesh, something that previously wasn't possible. As a result, the Mesh now adds itself to the Update List when added to a Scene.
* `Mesh.setDebug` is a new method that allows you to render a debug visualisation of the Mesh vertices to a Graphics Game Object. You can provide your own Graphics instance and optionally callback that is invoked during rendering. This allows you to easily visualise the vertices of your Mesh to help debug UV mapping.
* `Mesh.debugGraphic` is a new property that holds the debug Graphics instance reference.
* `Mesh.debugCallback` is a new property that holds the debug render callback.
* `Mesh.renderDebugVerts` is a new method that acts as the default render callback for `setDebug` if none is provided.
* `Mesh.preDestroy` is a new method that will clean-up the Mesh arrays and debug references on destruction.
2020-09-13 23:11:04 +01:00
Richard Davey
3fd52ecdd3
Added debug draw
2020-09-13 17:16:17 +01:00
Richard Davey
c76b084f2e
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-13 15:17:13 +01:00
Richard Davey
cd0a27acfa
Fix #5308
2020-09-13 15:17:07 +01:00
Rex
0cb806c11e
Fix add.existing bug
...
Add game object to updateList if it dose not add to displayList.
( Group game object dose not have `renderCanvas` or `renderWebGL` method)
2020-09-13 17:05:55 +08:00
Richard Davey
b733dbcbe1
The ScaleManager.resolution
property has been removed and all internal use of it.
2020-09-12 11:59:30 +01:00
Richard Davey
68946f3894
The Phaser.Scale.Events#RESIZE
event no longer sends the resolution
as a parameter.
2020-09-12 11:58:50 +01:00
Richard Davey
e4b1093e72
The WebGLRenderer.resize
and onResize
methods no longer receives or uses the resolution
parameter.
2020-09-12 11:58:08 +01:00
Richard Davey
67e49b515c
The PipelineManager.resize
method along with WebGLPipeline.resize
and anything else that extends them no longer receives or uses the resolution
parameter.
2020-09-12 11:57:16 +01:00
Richard Davey
37a9261ac4
The CanvasRenderer
no longer reads or uses the Game Config resolution property.
2020-09-12 11:56:11 +01:00
Richard Davey
b63cc75154
Remove Camera.resolution use
2020-09-12 11:55:38 +01:00
Richard Davey
f2fca49b3f
Remove Camera resolution use
2020-09-12 11:55:26 +01:00
Richard Davey
d6f5aabb7e
The TextStyle.resolution
property is no longer read from the Game Config. You can still set it via the Text Style config to a value other than 1, but it will default to this now.
2020-09-12 11:55:06 +01:00
Richard Davey
0acdf4373f
Formatting update
2020-09-12 11:53:36 +01:00
Richard Davey
c46c3e4c82
The Core.Config.resolution
property has been removed.
2020-09-12 11:53:23 +01:00
Richard Davey
f0f93cde7d
The CameraManager.onResize
method no longer receives or uses the resolution
parameter.
2020-09-12 11:52:40 +01:00
Richard Davey
3579d39fa2
The Camera.preRender
method no longer receives or uses the resolution
parameter.
2020-09-12 11:51:59 +01:00
Richard Davey
d1f2c9239c
Resolution removal
...
* The `BaseCamera.resolution` property has been removed.
* The internal private `BaseCamera._cx`, `_cy`, `_cw` and `_ch` properties has been removed.
* The `BaseCamera.preRender` method no longer receives or uses the `resolution` parameter.
2020-09-12 11:51:37 +01:00
Richard Davey
5d4fe0a466
Fixed a few linting errors
2020-09-12 10:34:57 +01:00
Richard Davey
36cf9c456a
Merge pull request #5270 from rexrainbow/text-measureText
...
Get ascent and descent from context.measureText method
2020-09-12 10:30:19 +01:00
Richard Davey
887e0d8a15
Merge pull request #5302 from samme/feature/copyPosition
...
Add Phaser.GameObjects.Components.Transform#copyPosition
2020-09-12 10:26:51 +01:00
samme
ad0c5ad5db
Docs: since
2020-09-11 10:01:43 -07:00
samme
f05129f30c
Add Transform#copyPosition
...
Needs JSDoc types for Vector3Like, Vector4Like
2020-09-11 09:44:31 -07:00
Emil Schnedler Vad
e1106a0112
Says webglRender but it is in PipelineManager
2020-09-11 18:44:11 +02:00
Richard Davey
9cd4c1bb0a
Refactored to use local vars
2020-09-11 16:27:21 +01:00
Richard Davey
d844402d4d
Merge pull request #5298 from samme/feature/audio-config-default
...
Add default value for Phaser.Core.Config#audio
2020-09-11 16:25:50 +01:00
Richard Davey
7475b15976
Preparing for Beta 6
2020-09-11 15:56:53 +01:00
samme
93b5aebdbe
Fix undefined TimerEvent
...
Fixes #5294
2020-09-11 07:45:22 -07:00
Richard Davey
6c8191f7c5
Fixed Audio and Video type defs. Fix #5295
2020-09-11 15:29:01 +01:00
Richard Davey
1c2a79ac51
The Scale Managers GetScreenOrientation
function will now check for window.orientation
first, because iOS mobile browsers have an incomplete implementation of the Screen API, forcing us to use the window value as a priority. This means the Scale Manager will now emit orientationchange
events correctly on iOS. Fix #4361 #4914
2020-09-11 15:22:53 +01:00
Richard Davey
60e311afe5
Updated JSDocs
2020-09-11 15:16:37 +01:00
Richard Davey
2acfbfbe71
Gamepad._created
is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890 .
2020-09-11 14:01:55 +01:00
Richard Davey
5ecdc3b4a2
The GamepadPlugin
will now call refreshPads
as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1
and similar. Fix #4890
2020-09-11 14:00:14 +01:00
Richard Davey
00b799db23
Use Event const, not string.
2020-09-11 12:23:33 +01:00
Richard Davey
c90a3847e4
DataManager.Events.DESTROY
is a new event that the Data Manager will _listen_ for from its parent and then call its own destroy
method when received.
2020-09-11 12:21:39 +01:00
Richard Davey
ce236f0d69
ScaleManager.refresh
is now called when the Game.READY
event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4905
2020-09-11 12:10:10 +01:00
Richard Davey
57657ce76c
Updated JSDocs. Fix #5268
2020-09-11 11:08:43 +01:00
Richard Davey
56bbfbcb62
Removed capture
and added preventDefaultDown
, Up
and Move
instead. Also better passive handling and smaller listeners.
2020-09-11 10:59:47 +01:00
Richard Davey
0aea690497
Removed inputMouseCapture
and added configs for inputMousePrventDefaultDown
, Up
and Move
instead.
2020-09-11 10:59:20 +01:00
Richard Davey
3969d6e45a
Updated JSDocs to cover situation in #3858
2020-09-11 10:08:22 +01:00
Richard Davey
a04690d5af
The onMouse
events in the Input Manager didn't reset the activePointer
property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232
2020-09-11 09:48:13 +01:00
samme
ae5182be7d
Default Phaser.Core.Config#audio; and refactor
2020-09-10 09:22:44 -07:00
Richard Davey
65faa34884
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-10 17:05:05 +01:00
Richard Davey
205552d69c
Fix namespaces. Fix #5289
2020-09-10 17:04:56 +01:00
Rex
f513f5bf31
Remove duplicated code
...
Adding game object to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
2020-09-10 23:44:21 +08:00
Richard Davey
8b94cd71d6
Undo #5212 as it breaks all imports in webpack
2020-09-09 17:07:40 +01:00
Richard Davey
ea73a72b73
Restored animation complete key event.
2020-09-09 16:08:59 +01:00
Richard Davey
626a4e08f9
Update release version
2020-09-09 13:33:33 +01:00
Richard Davey
296dafebf5
No need for gl ref
2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86
Reference fixes
2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32
Update PipelineManager.js
2020-09-09 13:09:25 +01:00
Richard Davey
7e840b2670
Removed all of the pipeline methods and added the Pipeline Manager instance
2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455
Update PipelineManager.js
2020-09-09 13:05:18 +01:00
Richard Davey
2d3edc9512
Use the new Pipeline Manager methods
2020-09-09 13:05:18 +01:00
Richard Davey
e450bf2f1f
Swap to using constants for pipeline names
2020-09-09 13:05:18 +01:00
Richard Davey
d198818d80
Game Objects now call the new Pipeline Manager methods directly
2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8
JSDoc fix
2020-09-09 13:05:17 +01:00
Richard Davey
7765016caa
Pipeline constants so we can avoid using strings elsewhere
2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76
The new Pipeline Manager class
2020-09-09 13:05:17 +01:00
samme
b0ce62e2d8
Docs: correct type for Body#customBoundsRectangle
2020-09-08 18:44:12 -07:00
Svipal
1994185d6f
merged master
2020-09-08 22:17:04 +02:00
Richard Davey
8b2c9edce2
GenerateFrameNames
can now accept the start
and end
parameters in reverse order, meaning you can now do { start: 10, end: 1 }
to create the animation in reverse.
2020-09-08 13:40:20 +01:00
Richard Davey
b8d35d7cf0
Utils.Array.NumerArray
can now accept the start
and end
parameters in reverse order, i.e. 10, 1
will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
2020-09-08 13:02:16 +01:00
Richard Davey
dfb71fe2a6
Fixes to GenerateFrameNumbers
...
* `GenerateFrameNumbers` would include the __BASE frame by mistake in its calculations. This didn't end up in the final animation, but did cause a cache miss when building the animation.
* `GenerateFrameNumbers` can now accept the `start` and `end` parameters in reverse order, meaning you can now do `{ start: 10, end: 1 }` to create the animation in reverse.
2020-09-08 13:01:11 +01:00
Richard Davey
bd56b0bd59
Updated JSDocs
2020-09-08 12:17:45 +01:00
Richard Davey
09d96d4e5e
Now only dispatches one single event per action. Also added getFrameName
method.
2020-09-08 12:17:38 +01:00
Richard Davey
d476032e9f
Animation no longer extends the EventEmitter
2020-09-08 12:17:18 +01:00
Richard Davey
bbbae648b9
Deleted un-used events, renamed Sprite events and added lots more documentation.
2020-09-08 12:16:39 +01:00
Richard Davey
cdd612a273
AnimationState has moved namespace to keep things logically together
2020-09-08 09:31:59 +01:00
Richard Davey
5344d39498
Better Group docs. Fix #5011
2020-09-07 16:40:05 +01:00
Richard Davey
4af38a4836
Merge pull request #5285 from samme/feature/arcade-config-fixedstep
...
Add ArcadeWorldConfig.fixedStep
2020-09-07 16:24:49 +01:00
Richard Davey
dc99fd03aa
Don't create if vertices already provided. Fix #5280
2020-09-07 16:03:36 +01:00
Richard Davey
5224985e7f
Update BitmapMaskPipeline.js
2020-09-07 16:03:18 +01:00
Richard Davey
bd19929006
JSDoc fix
2020-09-07 16:03:06 +01:00
Richard Davey
bc694ce4ac
Beta 4
2020-09-07 15:34:04 +01:00
Richard Davey
98dc69ed23
Added in support for blending animations with addMix
, getMix
and removeMix
.
2020-09-07 15:33:57 +01:00
Richard Davey
438fe3c0d1
No Update unless playing
2020-09-07 14:50:33 +01:00
Rex
a9e6604eb2
Support IE
...
IE and Firefox for Android do not have actualBoundingBoxAscent and actualBoundingBoxDescent properties.
Use origin solution to get ascent and descent.
2020-09-07 21:36:27 +08:00
Richard Davey
94298efc4d
Because do/while loops are quite dangerous
2020-09-07 11:54:08 +01:00
Richard Davey
ec06e79b26
Catch stops
2020-09-07 11:52:37 +01:00
Richard Davey
2b374c7e14
AnimationState.skipMissedFrames
is now used when playing an animation, allowing you to create animations that run at frame rates far exceeding the refresh rate, or that will update to the correct frame should the game lag. Close #4232
2020-09-07 11:32:55 +01:00
Richard Davey
ace5b8cafb
Update Animation.js
2020-09-07 11:32:46 +01:00
Richard Davey
24beb01963
Update AnimationState.js
2020-09-07 10:26:16 +01:00
Richard Davey
6eae9ca598
Fixed reference
2020-09-07 10:26:10 +01:00
Richard Davey
70110825da
Console warning if frame doesn't exist
...
* `GenerateFrameNames` will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
* `GenerateFrameNumbers` will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
2020-09-07 10:26:04 +01:00
Richard Davey
ad4f0ce0c4
Updated docs
2020-09-05 12:01:11 +01:00
Richard Davey
2cabbbd504
Renamed to AnimationState
for clarity.
2020-09-05 11:45:00 +01:00
Richard Davey
b0872c188a
The Component.Animation.updateFrame
method has now been removed. Everything is handled by setCurrentFrame
instead, which removes one extra step out of the update process.
2020-09-05 11:12:52 +01:00
Richard Davey
af0f207cbb
Update BuildGameObjectAnimation.js
2020-09-04 17:16:51 +01:00
Richard Davey
a2d395661c
GameObjects.Shape.Grid
would render a white fill even if you passed undefined
as the fill color in the constructor. It now doesn't render cells if no fill color is given.
2020-09-04 15:29:22 +01:00
Richard Davey
89332aad5f
You can now create Animations directly on Sprite
...
* `Component.Animation.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
* All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
* `Component.Animation.remove` is a new method that will remove a locally stored Animation instance from a Sprite.
* `Component.Animation.get` is a new method that will return a locally stored Animation instance from the Sprite.
* `Component.Animation.exists` is a new method that will check if a locally stored Animation exists on the Sprite.
* The internal `Component.Animation.remove` method has been renamed to `globalRemove`.
* `Component.Animation.textureManager` is a new property that references the global Texture Manager.
* `Component.Animation.anims` is a new property that contains locally created Animations in a Custom Map.
2020-09-04 14:03:57 +01:00
Richard Davey
cee9ca00eb
Improved docs
2020-09-04 13:58:34 +01:00
Richard Davey
66f4ab69e7
When playing an animation in reverse, if it reached the first frame and had to repeat, it would then jump to the frame before the final frame and carry on, skipping out the final frame.
2020-09-04 13:06:00 +01:00
Richard Davey
cebd1d0101
Tidy up order
2020-09-04 11:52:19 +01:00
Richard Davey
5979864dc4
Use new method name and parameter order
2020-09-04 11:50:13 +01:00
Richard Davey
858ae68841
Removed startFrame
, chain can take arrays, delayedPlay
rename, playAfterRepeat
method and playAfterDelay
method.
2020-09-04 11:49:16 +01:00
Richard Davey
afef6da59c
Exposed all of the new animation methods on a Sprite level
2020-09-04 11:48:17 +01:00
Richard Davey
1d798441f3
Support repeat count for stopping
2020-09-04 11:40:32 +01:00
Richard Davey
1a4b5b2779
AnimationManager.createFromAseprite
is a new method that allows you to use animations created in the Aseprite editor directly in Phaser.
2020-09-04 00:02:51 +01:00
Richard Davey
1515357039
Lots of updates (see full description)
...
* `Component.Animation.timeScale` is a new public property that replaces the old private `_timeScale` property.
* `Component.Animation.delay` is a new public property that replaces the old private `_delay` property.
* `Component.Animation.repeat` is a new public property that replaces the old private `_repeat` property.
* `Component.Animation.repeatDelay` is a new public property that replaces the old private `_repeatDelay` property.
* `Component.Animation.yoyo` is a new public property that replaces the old private `_yoyo` property.
* `Component.Animation.inReverse` is a new public property that replaces the old private `_reverse` property.
* `Component.Animation.startAnimation` is a new public method that replaces the old private `_startAnimation` method.
* The `Component.Animation.getProgress` method has been fixed so it will return correctly if the animation is playing in reverse.
* The `Component.Animation.remove` method will now always be called when an animation is removed, not just once.
* The `Component.Animation.getRepeat` method has now been removed. You can get the value from the `repeat` property.
* The `Component.Animation.setRepeatDelay` method has now been removed. You can set the value using the `repeatDelay` config property, or changing it at run-time.
* `Component.Animation.complete` is a new method that handles the completion in animation playback.
* The `Component.Animation.setTimeScale` method has now been removed. You can set the value using the `timeScale` config property, or changing it at run-time.
* The `Component.Animation.getTimeScale` method has now been removed. You can read the value using the `timeScale` property.
* The `Component.Animation.getTotalFrames` method has been fixed and won't error if called when no animation is loaded.
* The `Component.Animation.setYoyo` method has now been removed. You can set the value using the `yoyo` config property, or changing it at run-time.
* The `Component.Animation.getYoyo` method has now been removed. You can read the value using the `yoyo` property.
2020-09-03 17:56:22 +01:00
Richard Davey
13601ad31b
Removed completeAnimation
, load
and setFrame
and updated other methods to use new component properties.
2020-09-03 17:44:46 +01:00
Richard Davey
96bc2e89d3
Removed load
and fixed staggerPlay
2020-09-03 17:42:10 +01:00
Richard Davey
b4b5338f28
Added playReverse
, delayedPlay
and stop
methods and better docs.
2020-09-03 17:38:36 +01:00
Richard Davey
33cc87121c
The BuildGameObjectAnimation
function now uses the PlayAnimationConfig
object to set the values.
2020-09-03 17:37:21 +01:00
Richard Davey
050c2a61b6
Fixed data-type
2020-09-03 17:36:36 +01:00
Richard Davey
b9e5f3e9bc
GroupCreateConfig
, which is used when calling Group.createMultiple
or Group.createFromConfig
, can now accept the following new properties: setOrigin: { x, y, stepX, stepY }
which are applied to the items created by the Group.
2020-09-03 17:36:05 +01:00
Richard Davey
f505f6a3e3
Actions.setOrigin
will now call updateDisplayOrigin
on the items array, otherwise the effects can't be seen when rendering.
2020-09-03 17:34:16 +01:00
samme
803c300ae4
Add ArcadeWorldConfig.fixedStep
2020-09-03 07:32:44 -07:00
Richard Davey
15c6e7718c
New Animation events
2020-09-03 15:04:09 +01:00
Richard Davey
28c6635ea3
Utils.Array.SortByDigits
is a new function that takes the given array of strings and runs a numeric sort on it, ignoring any non-digits.
2020-09-03 15:01:55 +01:00
Richard Davey
bba8285665
Return type fix
2020-09-03 11:27:12 +01:00
Richard Davey
d92195a8b8
Default rotation as well
2020-09-02 22:55:51 +01:00
Richard Davey
1562525a51
When using Camera.setRenderToTexture
its zoom
value would be applied twice. Fix #4221
2020-09-02 22:50:27 +01:00
Richard Davey
cf17dbe7e9
Previously, the easeParams
array within a Tweens props
object, or a multi-object tween, were ignored and it was only used if set on the root Tween object. It will now work correctly set at any depth. Fix #4292
2020-09-02 22:27:40 +01:00
Richard Davey
5e9b629a97
Merge pull request #5284 from samme/feature/scene-resume-wake-reset-keys
...
Reset keys when scene sleeps or pauses
2020-09-02 21:50:42 +01:00
Richard Davey
070fc70fe7
Lint fix
2020-09-02 18:07:21 +01:00
Richard Davey
e01f310d16
Added new properties, support for config playback and better delayed handling
2020-09-02 17:56:09 +01:00
Richard Davey
a2f0c2e7e3
Added getTotalFrames
and calculateDuration
methods.
2020-09-02 17:43:44 +01:00
Richard Davey
90fbb0f13d
Updated jsdocs for play
to show it can take the new config
2020-09-02 17:41:43 +01:00
Richard Davey
fe74eb70f7
Create PlayAnimationConfig.js
2020-09-02 17:41:23 +01:00
Richard Davey
f58f94ecf6
Formatting
2020-09-02 14:42:26 +01:00
Richard Davey
ace0ee7bab
Fixed JSDoc event names
2020-09-02 12:34:58 +01:00
Richard Davey
8f8a90bedd
Utils.Array.StableSort
has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace
function has been removed, just call StableSort(array)
directly now. All classes that used StableSort.inplace
have been updated to call it directly.
2020-09-02 12:24:27 +01:00
Richard Davey
27fd496e8f
Updated to stablesort 0.1.8 and recoded to fit our style. Removed inplace
static function.
2020-09-02 12:21:36 +01:00
Richard Davey
0d934c730e
Every single Tilemap.Component
function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system.
2020-09-02 11:54:24 +01:00
Richard Davey
2980a416c9
Merge pull request #5278 from samme/fix/arcade-body-resetFlags
...
Reset flags when resetting an Arcade Body
2020-09-02 11:11:34 +01:00
samme
288d023bab
Reset keys when scene sleeps or pauses #5281
2020-09-01 12:42:57 -07:00
Richard Davey
07865a5823
Final set of namespace changes. Fix #5062
2020-09-01 20:28:42 +01:00
Richard Davey
d2cc809fdb
Exported functions to namespace
2020-09-01 18:56:01 +01:00
Richard Davey
da3f9b22c3
Exposed on the main API namespace
2020-09-01 18:38:57 +01:00
Richard Davey
302a49863b
Improved jsdocs
2020-09-01 18:38:44 +01:00
Richard Davey
5b96ade1c7
Types.GameObjects.Text.GetTextSizeObject
2020-09-01 18:38:35 +01:00
Richard Davey
506426f706
The Color.HSVToRGB
function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
2020-09-01 18:06:23 +01:00
Richard Davey
02ac6bcb7d
If inputWindowEvents
is set in the Game Config, then the MouseManager
will now listen for the events on window.top
instead of just window
, which should help in situations where the pointer is released outside of an embedded iframe. Fix #4824
2020-09-01 17:51:17 +01:00
Richard Davey
4c353571ca
Removed protected status
2020-09-01 17:44:07 +01:00
Richard Davey
84a867c2ac
ArcadePhysics.disableUpdate
is a new method that will prevent the Arcade Physics World update
method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
...
`ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
2020-09-01 17:42:38 +01:00