Richard Davey
c5766a68a4
Merge pull request #5540 from samme/feature/shape-setDisplaySize
...
Add Phaser.GameObjects.Shape#setDisplaySize()
2021-02-16 11:18:23 +00:00
Richard Davey
4b3a0009ee
Merge pull request #5559 from mattjennings/fix-5558
...
Fixes #5558
2021-02-16 10:56:01 +00:00
Richard Davey
a05da72739
DOMElementCSSRenderer
will now return early if src.node
doesn't exist or is null, rather than trying to extract the style
property from it. Fix #5566
2021-02-16 10:48:35 +00:00
Matt Jennings
72fd48abc4
safely check for renderer in TileSprite
2021-02-11 16:00:24 -06:00
Richard Davey
b40010b86b
Fixed JSDocs
2021-02-04 16:27:02 +00:00
Richard Davey
aaf51dc7ce
The LightsManager.addPointlight
method now has full JSDocs and the attenuation
parameter.
2021-02-04 16:19:19 +00:00
Richard Davey
79468de255
ESLint fix
2021-02-04 16:11:09 +00:00
samme
a8e05cec3e
Add Phaser.GameObjects.Shape#setDisplaySize()
2021-01-30 09:33:21 -08:00
Rex
ee16c63987
Fix parameter name bug
2021-01-29 09:32:45 +08:00
Rex
7f610eef98
Fix input bug
2021-01-21 11:13:33 +08:00
Richard Davey
332d9c85cb
BlitterWebGLRenderer
was calling an out-dated function setRenderDepth
instead of addToRenderList
2021-01-14 17:09:04 +00:00
Endel Dreyer
1919bbdfb8
allow to customize pointerEvents for dom elements
2021-01-14 10:54:29 -03:00
Richard Davey
9116eddf99
Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the __BASE
frame to get the texture offset, rather than the first frame in the set. Fix #5462 #5501
2021-01-14 11:06:04 +00:00
Andrew Cunningham
724c2f59d5
Update Mesh.js documentation around panZ
...
This adds warnings about orthographic and perspective cameras, documents setOrtho & panZ with sane (ish) default values for the default projection matrix, and updates the example code in the file.
These changes could go further; I would love it if the default mechanisms "agreed" (so that feeding it z=0 vertex values "just worked"), but that's probably a difficult backwards facing change.
Inspired by https://github.com/photonstorm/phaser/issues/5380 .
2021-01-12 14:28:52 -05:00
Richard Davey
15908ce271
getPostPipeline will now return an array of them all if there is more than one instance
2021-01-11 17:17:00 +00:00
Richard Davey
1c8662dc1f
Call addToRenderList
2021-01-07 14:52:08 +00:00
Richard Davey
00d8b6a009
Invoke camera.addToRenderList
method
2021-01-07 12:31:31 +00:00
Richard Davey
3db77c7a10
Use Scene Display List if not available
2021-01-07 12:22:09 +00:00
Richard Davey
c124d4c0a6
Merge pull request #5467 from rexrainbow/improve-postfx-pipeline
...
Remove a type of Post Pipeline instances, not only a single instance
2021-01-04 16:14:48 +00:00
Richard Davey
a19e4770df
The Layer
Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties parentContainer
, tabIndex
, input
and body
. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: setInteractive
, disableInteractive
and removeInteractive
. A Layer cannot be enabled for input or have a physics body. Fix #5459
2021-01-04 16:11:33 +00:00
Richard Davey
5457e463b1
Use displayList.getIndex
2021-01-04 12:43:34 +00:00
Richard Davey
2a38e78bb4
Layer.destroy
will now call destroy
on all of its children as well. Layer.destroy
will now emit the DESTROY
event at the start of the method. Fix #5466
2021-01-04 11:59:00 +00:00
Richard Davey
1b0649ed34
Fixed issue causing Cannot read property 'pipelines' of null
to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468
2021-01-04 11:22:00 +00:00
Rex
60c42016b6
Remove a type of Post Pipeline instances, not only a single instance
2020-12-25 17:05:50 +08:00
Richard Davey
3e9350ed05
Added JSDocs
2020-12-14 14:07:57 +00:00
Richard Davey
4fb03907ba
Stricter removal
2020-12-14 13:50:44 +00:00
Richard Davey
cbe1a3219a
JSDoc improvements
2020-12-14 13:33:42 +00:00
Richard Davey
e08b5386dd
Removed follow from render code
2020-12-14 11:51:16 +00:00
Richard Davey
7ff4c5958b
Fire particle from follower position. Fix #5437
2020-12-14 11:46:19 +00:00
Richard Davey
f5376b20a4
BitmapText Drop Shadow working. Fix #5446
2020-12-14 09:34:32 +00:00
Richard Davey
0cd192eec8
Swapped for Color component. Fix #5435
2020-12-11 15:56:21 +00:00
Richard Davey
1a65f50a25
Added new renderDirect
hook which RenderTexture can use. Fix #5431
2020-12-11 13:40:53 +00:00
Richard Davey
9412a93fdb
Remove log
2020-12-11 11:46:28 +00:00
Richard Davey
59e89fa788
All Game Objects will now listen for ADDED_TO_SCENE and REMOVED_FROM_SCENE events and call the handlers. Therefore, removed GO specific implementations.
2020-12-11 11:44:21 +00:00
Richard Davey
32440cb238
Defaults to renderer aspect ratio to help with issues like #5444
2020-12-11 11:05:47 +00:00
Richard Davey
1857c3f2da
Send dimensions and reset scissors
2020-12-10 18:07:41 +00:00
Patrick Sletvold
d327a4da34
Add Config types for ParticleEmitterManager and Mesh
2020-12-10 11:40:01 +01:00
Patrick Sletvold
f1836738a0
Merge remote-tracking branch 'origin/master' into Fix_object_types
2020-12-10 11:23:35 +01:00
Richard Davey
73a0c9d2ce
Remove unused code
2020-12-09 18:04:53 +00:00
Richard Davey
e03c514b03
Fixed WebGL erase mode
2020-12-09 15:55:11 +00:00
Richard Davey
16d4d11939
Final fixes to blitFrame
2020-12-09 15:20:09 +00:00
Richard Davey
1cb6d525be
New blitFrame working. Now to adjust when src > target height.
2020-12-09 14:08:24 +00:00
Richard Davey
827851d02c
Update RenderTexture.js
2020-12-08 17:54:37 +00:00
Richard Davey
0c4eec0fd9
Now using new Render Target approach (texture blend still need to be added)
2020-12-08 17:38:42 +00:00
Richard Davey
f18d615b40
Update SpriteWebGLRenderer.js
2020-12-08 16:15:16 +00:00
Richard Davey
3154bf2e6f
Update Container.js
2020-12-07 13:11:49 +00:00
Richard Davey
79d252589f
Update Rope.js
2020-12-07 13:09:45 +00:00
Richard Davey
d6d5c09552
The Shader
Game Object now supports being able to use a Render Texture as a sampler2D
texture on the shader. Fix #5423
2020-12-07 12:19:42 +00:00
Richard Davey
15a6f50d2c
Fixed functions not appearing in the namespace. Fix #5432
2020-12-07 10:11:47 +00:00
Richard Davey
08b304372c
Made the Render Events global, not WebGL specific and allowed Canvas Renderer to emit them too
2020-12-04 15:07:26 +00:00
Richard Davey
a7f246a241
Swap queue order
2020-12-04 12:55:26 +00:00
Richard Davey
e0ae7ef14e
Update TransformMatrix.js
2020-12-04 12:00:31 +00:00
Richard Davey
edc076674e
New Resize handler. Fix #5412
2020-12-04 11:59:47 +00:00
Richard Davey
4d872e2e9d
RenderTexture.erase
has never worked when using the Canvas Renderer and a texture frame, only with Game Objects. It now works with both. Fix #5422
2020-12-03 15:46:26 +00:00
Richard Davey
6bb6ff8ef4
Updated JSDocs to clarify issue. Fix #4692
2020-12-03 15:14:34 +00:00
Richard Davey
38b6d83462
Fixed Canvas Alpha RenderTexture issue. Fix #5426
2020-12-03 14:48:21 +00:00
Richard Davey
8ff62d40af
Moved event emitter. Fix #5427
2020-12-03 14:34:32 +00:00
Richard Davey
0d6d7848cd
No need for dirty property
2020-12-03 14:31:54 +00:00
Richard Davey
103b91a69d
Add attenuation parameter and fixed color divisor
2020-12-03 12:52:36 +00:00
Richard Davey
8174ec2daf
Fixed light distance and max test
2020-12-03 11:11:41 +00:00
Richard Davey
732b188691
Removed light pool, used RGB object, much better light culling.
2020-12-02 17:57:12 +00:00
Richard Davey
97fd175e73
Extends Circle, because it is! Removed loads of pointless setters.
2020-12-02 17:56:53 +00:00
Richard Davey
639b9bfc84
Added beginDraw
, batchDraw
, batchDrawFrame
and endDraw
methods for full batch control over the drawing.
2020-12-02 16:07:58 +00:00
Richard Davey
35146e72ed
Removed Light Layer and moved Point Light to its own Game Object
2020-12-02 13:48:38 +00:00
Richard Davey
375d6fa196
Updated docs
2020-12-02 13:15:27 +00:00
Richard Davey
361704f048
Only reset post pipeline if it has one. Fix #5421
2020-12-02 12:23:59 +00:00
Richard Davey
9f8f76c690
Removed unused property
2020-12-02 12:23:40 +00:00
Richard Davey
1868a749cb
Enable Lights Plugin again
2020-12-02 11:11:34 +00:00
Richard Davey
e29626ab2c
Testing Light Layer
2020-12-01 17:24:30 +00:00
Richard Davey
ce6a81c97d
Updated JSDocs
2020-12-01 17:23:53 +00:00
Richard Davey
c1bf08de70
New Point Light class
2020-12-01 17:23:42 +00:00
Richard Davey
35829bcf0d
Added removePostPipeline
. Fix #5419
2020-11-30 10:07:41 +00:00
Richard Davey
15b47e6a54
Testing new Light Layer
2020-11-30 09:46:28 +00:00
Rex
cdfee008ec
Typo
2020-11-29 20:29:38 +08:00
Richard Davey
41a0c192a4
Fix #5413
2020-11-28 15:42:23 +00:00
Richard Davey
6dd40df318
Update LayerCreator.js
2020-11-27 15:14:10 +00:00
Richard Davey
3ec63c6dec
Only remove from displayList if set. Fix #5413
2020-11-27 15:14:04 +00:00
Richard Davey
e96cbde8d6
Added new displayList
property and Layer documentation
2020-11-27 11:13:59 +00:00
Richard Davey
aa06070644
Added the new Layer Game Object
2020-11-26 16:21:21 +00:00
Richard Davey
fdae90089c
Use the new depthList property
2020-11-26 16:21:09 +00:00
Richard Davey
e5f9066072
GameObjects.Components.Depth.depthList
is a new property that all Game Objects that have the Depth Component now have. It contains a reference to the List responsible for managing the depth sorting of the Game Object. This is typically the Scene Display List, but can also be a Layer. It allows the Depth component to queue a depth sort directly on the list it belongs to now, rather than just the Scene.
2020-11-26 16:20:54 +00:00
Richard Davey
a2f0a815d6
Reset textures before draw
2020-11-26 14:20:01 +00:00
Richard Davey
c8cdf9fde2
Fixed Render Texture crop
2020-11-26 11:28:25 +00:00
Richard Davey
0ee1338765
Better post pipeline call (less code)
2020-11-26 09:51:40 +00:00
Richard Davey
09c49ac288
Fixed emitter mask pipeline
2020-11-24 14:52:57 +00:00
Richard Davey
d2e2e86ef1
Updated accessor
2020-11-23 16:22:11 +00:00
Richard Davey
2e4cfde102
Updated post pipeline
2020-11-23 16:18:30 +00:00
Richard Davey
ec5da6930c
Added post pipeline support to all Game Objects
2020-11-23 16:17:13 +00:00
Richard Davey
28d925b875
JSDoc fixes
2020-11-23 15:06:45 +00:00
Richard Davey
417f7684c3
More integer to number changes
2020-11-23 10:32:00 +00:00
Richard Davey
3f511a73cd
Replace integer[] with number[]
2020-11-23 10:23:10 +00:00
Richard Davey
02c34cd64e
Replace integer with number
2020-11-23 10:22:13 +00:00
Richard Davey
5ca5a63038
Testing new Lights
2020-11-23 10:19:31 +00:00
Richard Davey
30c2eb5d0e
Ability to link Post Pipeline to owner object
2020-11-20 17:29:42 +00:00
Richard Davey
78b75efb8c
JSDoc fix
2020-11-20 16:03:03 +00:00
Richard Davey
df3b7d5f79
JSDoc fixes
2020-11-20 15:47:35 +00:00
Richard Davey
ebf6b254dd
Fixed JSDocs
2020-11-20 15:31:43 +00:00
Richard Davey
b64f2cc4d0
Added ability to skip post pipeline per object
2020-11-20 15:18:19 +00:00
Richard Davey
e7b85b08af
Fixed batchLight
2020-11-20 13:05:32 +00:00
Richard Davey
c603db23ce
Fix docs and lint errors #5374
2020-11-20 11:43:45 +00:00
Richard Davey
5233366190
Merge pull request #5374 from pirateksh/patch-2
...
Added loadMediaStream method
2020-11-20 11:41:10 +00:00
Richard Davey
401487d4b1
Merge pull request #5367 from rexrainbow/bugfix-text.basicWordWrap
...
Don't add white space when measure last word of a line
2020-11-20 11:37:21 +00:00
Richard Davey
299e105f6e
Update RenderTexture.js
2020-11-20 10:05:33 +00:00
Richard Davey
951b284c6e
Fixed RenderTexture.fill
2020-11-20 10:05:19 +00:00
Richard Davey
e2f7ca40b2
Fixed camera zoom and origin. draw and drawFrame work now.
2020-11-19 23:04:25 +00:00
Richard Davey
c33a5598ab
Trying to align drawFrame
2020-11-19 18:16:18 +00:00
Richard Davey
500d33f6b9
Set camera zoom
2020-11-19 18:07:33 +00:00
Richard Davey
91924be2ee
Update RenderTextureWebGLRenderer.js
2020-11-19 16:40:35 +00:00
Richard Davey
7562683cfb
Lots of tiny fixes and updates
2020-11-19 16:40:31 +00:00
Richard Davey
216f74bb58
Use Single Pipeline and force texture refresh
2020-11-19 11:43:55 +00:00
Richard Davey
d848a5e2ba
Now using new Render Target. Removed lots of out-dated properties and tidied up methods.
2020-11-19 11:38:09 +00:00
Richard Davey
7ad580dd29
Using new Render Target
2020-11-19 11:37:49 +00:00
Richard Davey
e36a086e5d
Updated data types
2020-11-17 16:50:36 +00:00
Richard Davey
00c7b1d79e
Destroy on reset!
2020-11-17 16:34:52 +00:00
Richard Davey
782a841eeb
Added getPostPipeline method
2020-11-17 16:19:40 +00:00
Richard Davey
0658820b79
Clear post pipelines
2020-11-17 16:19:30 +00:00
Richard Davey
26a1d0185a
Update RenderTexture.js
2020-11-17 16:19:18 +00:00
Richard Davey
080677f28c
Set on creation, not in the component
2020-11-17 14:08:09 +00:00
Richard Davey
dfabaac634
Allow Rope to have post-pipeline
2020-11-10 16:27:12 +00:00
Richard Davey
cccf9bb163
Fixed Rope
2020-11-10 16:17:28 +00:00
Richard Davey
f02325fff0
Merge pull request #5386 from PhaserEditor2D/patch-1
...
Updates geom, width and height of the Ellipse GO
2020-11-09 17:03:56 +00:00
Richard Davey
eee3feb667
Pass Game Object to batchQuad
2020-11-09 13:19:31 +00:00
Richard Davey
39b381d6cc
Clearer responsibility via method parameters
2020-11-09 11:50:41 +00:00
Phaser Editor 2D
60541e861b
Updates geom, width and height of the Ellipse GO
...
Updates the `width`, `height`, and geometric position of the Ellipse in the `setSize()` method.
This code shows the wrong positioning of the Ellipse: https://codepen.io/phasereditor2d/pen/jOrvexM
To fix it, uncomment lines `21`, `24`, and `25`.
2020-11-07 11:25:30 -05:00
Richard Davey
06c90137c8
Empty parameter means reset pipeline
2020-11-06 15:35:18 +00:00
Richard Davey
d3c70002ea
Removed use of _tempMatrix
from all renderers
2020-11-06 09:44:29 +00:00
Richard Davey
19f3ae5a81
Testing RT mini refactor
2020-11-05 18:06:33 +00:00
Richard Davey
2b92e95735
Testing new RT draw
2020-11-05 18:06:23 +00:00
Richard Davey
fc84b19d3d
Update MeshWebGLRenderer.js
2020-11-05 13:03:36 +00:00
Richard Davey
c65e516e94
Fixed shaders
2020-11-05 12:58:00 +00:00
Richard Davey
e29fc62a98
Handle pre and post pipelines
2020-11-05 10:19:15 +00:00
Richard Davey
fb47d2f9e8
Added Pipeline component
2020-11-05 10:18:53 +00:00
Richard Davey
a00e169400
Added all the handlers needed for the post pipeline feature
2020-11-04 18:00:50 +00:00
Richard Davey
26421bde82
Removed Graphics.setTexture
and related commands as no longer supported
2020-11-03 11:47:42 +00:00
Richard Davey
6af80708d0
Fixed all of the Shape WebGL rendering issues
2020-11-03 11:22:30 +00:00
Richard Davey
e0295e8521
Make use of GetCalcMatrix and remove texture related stuff
2020-11-02 22:40:12 +00:00
Richard Davey
881019e55d
No longer requires temp matrices
2020-11-02 22:39:42 +00:00
Richard Davey
47ec3d33c7
Remove texture setters
2020-11-02 16:20:22 +00:00
Richard Davey
bf7e7f352a
Container can how set a pipeline that overrides all children
2020-10-29 17:22:16 +00:00
Richard Davey
ce69c22e86
Added new private forcePipeline
property and pipeline methods
2020-10-29 17:22:04 +00:00
Richard Davey
60c834e2c8
Use the new Graphics Pipeline
2020-10-28 17:39:06 +00:00
Richard Davey
4ba2b0eb7b
All swapped to using renderer matrices to make pipelines smaller
2020-10-28 16:52:59 +00:00
Richard Davey
4b3cc7145e
Testing new pipelineData object.
2020-10-27 18:06:53 +00:00
Richard Davey
ba9b837739
You can now pass a pipeline instance to the GameObject.setPipeline
method, as well as a string.
2020-10-27 14:05:37 +00:00
Richard Davey
d670edd708
No need to reference via game
2020-10-27 13:55:27 +00:00
Richard Davey
371425a5d2
Use new pipeline resize method
2020-10-26 14:04:55 +00:00
Richard Davey
af01b23696
JSDocs fix
2020-10-26 14:03:35 +00:00
Kshitiz Srivastava
4941ca3b64
Added loadMediaStream method
2020-10-25 01:24:55 +05:30
Richard Davey
6ed84e2f34
Added Mesh.ignoreDirtyCache
flag.
2020-10-21 10:15:12 +01:00
Rex
34635c582e
Don't add white space when measure last word
2020-10-20 14:52:20 +08:00
Richard Davey
8bb1151aca
Fixed RenderTexture.fill rgb order. Fix #5364
2020-10-20 00:50:49 +01:00
Richard Davey
48d9eb6321
The GameObjects.Graphics.fillGradientStyle
method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044
2020-10-16 18:08:31 +01:00
Richard Davey
85a284d095
Particles.EmitterOp
now cleanly separates between the different types of property configuration options. start | end
will now ease between the two values, min | max
will pick a random value between them and random: []
will pick a random element. They no longer get mixed together. Fix #3608
2020-10-16 17:52:59 +01:00
Richard Davey
1aaecbe703
Particles.EmitterOp.setMethods
will now reset both onEmit
and onUpdate
to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663
2020-10-16 17:32:22 +01:00
Richard Davey
ae6112297a
Default tint value should now be 0xffffff. Fix #5358
2020-10-15 12:19:17 +01:00
Richard Davey
0f87981f47
Improved docs
2020-10-15 11:07:22 +01:00
Richard Davey
f17743dadf
Changed updateProjectionMatrix
to setPerspective
and added setOrtho
counterpart
2020-10-14 16:32:29 +01:00
Richard Davey
cc167e158f
Much better effect from the light shader
2020-10-14 11:57:58 +01:00
Richard Davey
b1a5ce7f55
Testing new batched lights
2020-10-13 18:17:30 +01:00
Richard Davey
61c0e1c499
Moved Text out of 'static' folder, as it doesn't need to be in there
2020-10-13 11:04:46 +01:00
Richard Davey
8708255948
Removed Layer3D Game Object and old MeshPipeline
2020-10-13 10:56:21 +01:00
Richard Davey
9d23735a23
Lint fix
2020-10-13 10:51:17 +01:00
Richard Davey
19f581327e
Removed Animation component because it would reset the UV coords every frame, so makes things overly complex
2020-10-13 10:50:42 +01:00
Richard Davey
caa69b673d
Better debug rendering
2020-10-09 14:57:07 +01:00
Richard Davey
65e4a7734a
Updated docs
2020-10-09 12:07:37 +01:00
Richard Davey
abdd62dd57
Will no longer render Faces it cannot see in the Camera
2020-10-09 11:54:37 +01:00
Richard Davey
88feadb577
Fixed JSDocs, added totalRendered
property.
2020-10-09 11:54:19 +01:00
Richard Davey
bf8cd60aab
Added ability to rotate data on import
2020-10-08 15:53:13 +01:00
Richard Davey
af0a4dbd37
Updated Mesh to include new functions and docs
2020-10-08 13:24:23 +01:00
Richard Davey
e3f7048e22
Removed moved defs
2020-10-08 13:23:44 +01:00
Richard Davey
2e988801ce
Made obj material parsing external
2020-10-08 10:45:03 +01:00
Richard Davey
324fa6a3b2
Removed MeshCamera, updated Mesh to focus on ortho projections
2020-10-07 22:27:04 +01:00
Richard Davey
8f67ffca5f
Starting to add materials
2020-10-07 18:06:33 +01:00
Richard Davey
90824e1485
Removed normalMatrix
2020-10-07 18:06:22 +01:00
Richard Davey
dda4431366
Merged the Layer3D Game Object and pipeline back in for now
2020-10-07 17:44:36 +01:00
Richard Davey
75fd64ace7
Modified cam layout
2020-10-07 13:16:24 +01:00
Richard Davey
f6a0a8d96b
Transform based on z value
2020-10-07 13:16:10 +01:00
Richard Davey
55d7b36217
Pass in the z value
2020-10-07 13:16:01 +01:00
Richard Davey
8ff78ef08a
Fixed addVerts face addition
2020-10-07 12:45:31 +01:00
Richard Davey
caf545d042
Added position, rotation and scale vectors, caching and removed old methods
2020-10-07 12:04:46 +01:00
Richard Davey
7a0b056fef
Trying out MeshCamera
2020-10-06 18:05:14 +01:00
Richard Davey
4b7c344497
Added parseOBJMaterial
method and set default texture to __WHITE
2020-10-06 16:00:22 +01:00
Richard Davey
dff414fe82
Added Grid Config typedefs
2020-10-06 13:47:49 +01:00
Richard Davey
1f1edd3742
addGrid
now takes config object and works with texture frames, with or without repeating
2020-10-06 13:42:44 +01:00
Richard Davey
440c33deb8
Use config object
2020-10-06 11:11:28 +01:00
Richard Davey
7287a760ae
Added ParseOBJ type defs
2020-10-06 10:38:21 +01:00
Richard Davey
816c45937d
Removed the Quad Game Object. Mesh can do it better now.
2020-10-06 10:16:46 +01:00
Richard Davey
a0020b2ad4
Fixed paths and addGrid
2020-10-05 17:40:42 +01:00
Richard Davey
b774df9426
More documentation
2020-10-05 17:25:24 +01:00
Richard Davey
57974c120a
Updated docs
2020-10-05 17:12:18 +01:00
Richard Davey
7aaf77a2c6
Merged the Mesh Game Object back in
2020-10-05 16:52:01 +01:00
Richard Davey
8091f09c10
Don't set OutlineStyle if undefined
2020-10-05 13:53:11 +01:00
Richard Davey
2b99623cdc
Group
now extends EventEmitter
, allowing you to emit custom events from within a Group.
2020-10-03 10:05:38 +01:00
Patrick Sletvold
c1d63d32dd
Add Config typedefs for a bunch of GO Creators
2020-10-03 10:40:24 +02:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
1907bda5ee
Update GameObjectFactory.js
2020-09-30 16:30:12 +01:00
Richard Davey
8823f7f0e4
Removed Layer3D and Quad Game Objects
2020-09-30 11:03:19 +01:00
Richard Davey
0e72b3d3a0
Container doesn't need to be on the updateList, so remove the handler.
2020-09-30 09:20:16 +01:00
Richard Davey
24de03ca96
Added missing ADDED_TO_SCENE
handlers
2020-09-29 20:14:30 +01:00
Richard Davey
12c8ddfd05
Use getXRound
2020-09-29 18:05:39 +01:00
Richard Davey
9619995527
Add to UpdateList if not on Display List
2020-09-29 18:05:29 +01:00
Richard Davey
8119ce7da1
Fixed use of old camera private properties
2020-09-29 16:44:11 +01:00
Richard Davey
83542ff51d
Merge pull request #5330 from somnolik/fix-render-texture-group
...
Fix drawing Group to RenderTexture
2020-09-29 12:22:07 +01:00
Richard Davey
f9803774dd
The Line
Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596
2020-09-28 17:00:15 +01:00
Stefan Karner
f4b2b34535
Fix drawing Group to RenderTexture
...
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
2020-09-26 10:25:22 +02:00
Patrick Sletvold
79114a00e5
Add return type for ParseRetroFont
2020-09-25 18:26:44 +02:00
Richard Davey
e004fa47fc
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
. It now renders as expected. Fix #4675
2020-09-23 18:10:12 +01:00
Richard Davey
c6f533b872
Fixed legacy interpolation parameters
2020-09-23 17:55:29 +01:00
Richard Davey
212e7aa301
The Shape
class now includes the ComputedSize
component properties and methods directly in the class, rather than applying as a mixin. setSize
is now flagged as being private
, because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811
2020-09-23 12:46:55 +01:00
Richard Davey
f16e1c09f3
Lint fix
2020-09-23 12:39:21 +01:00
Richard Davey
e7926674b8
The Graphics
WebGL Renderer will now default to pathOpen = true
. This fixes issues under WebGL where, for example, adding an arc and calling strokePath
, without first calling beginPath
will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
2020-09-23 12:34:20 +01:00
Richard Davey
559127a53f
Graphics.strokeRoundedRect
now issues moveTo
commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955
2020-09-23 12:34:06 +01:00
Richard Davey
b86d982c00
The ParticleManagerCanvasRenderer
now calculates its transform matrix differently, splitting out the parent matrix and factoring in the follow offsets separately. It also uses setToContext
internally. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers, or having the Camera zoomed, running under Canvas. Fix #4908 #4531 #4131
2020-09-23 12:06:29 +01:00
Richard Davey
a459ec090f
Fixed lint issue
2020-09-23 11:50:07 +01:00
Richard Davey
fb849ae0dc
The ParticleManagerWebGLRenderer
now calculates its transform matrix differently, splitting out the parent matrix and factoring in follow offsets separately. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers. Fix #5319 #5195 #4739 #4691
2020-09-23 11:50:00 +01:00
Richard Davey
d5de353890
You can now use setMaxWidth
on DynamicBitmapText
, which wasn't previously possible. Fix #4997
2020-09-22 16:52:36 +01:00
Richard Davey
6bf36083a8
Added setMaxWidth
docs. Fix #4997
2020-09-22 16:48:38 +01:00
Richard Davey
5a6dec237c
Fixed RetroFont Parser. Fix #5310
2020-09-22 16:47:05 +01:00
Richard Davey
4fd46f4d1f
Fixed DynamicBitmapText WebGL Renderer. Fix #5303
2020-09-22 16:38:17 +01:00
Richard Davey
b317f89404
Renderer updates the camera
2020-09-22 15:25:09 +01:00
Richard Davey
674966280e
Merge pull request #5320 from vforsh/master
...
Add reserve property to particle emitter config
2020-09-22 15:24:16 +01:00
Richard Davey
6ff21af807
Added start of controls
2020-09-22 12:48:32 +01:00
Richard Davey
6cf95f3548
Updated missing docs
2020-09-22 12:48:15 +01:00
Richard Davey
06b3a01d87
Added layer property
2020-09-22 12:48:03 +01:00
Richard Davey
183e68580f
Fixed dirty flag reset
2020-09-22 11:45:49 +01:00
Richard Davey
9ec300d618
Updated JSDocs
2020-09-22 11:12:40 +01:00
Richard Davey
820ea7799c
Completed JSDocs
2020-09-22 11:12:32 +01:00
Richard Davey
248d2352b6
Update the camera if dirty
2020-09-22 10:59:36 +01:00
Richard Davey
d08a6c657c
Added all documentation and dirty flag handling
2020-09-22 10:59:28 +01:00
Richard Davey
4945fc95e1
Not yet fixed, but no longer crashes build
2020-09-21 18:25:02 +01:00
Richard Davey
333945a89e
Remove Mesh Game Object and add Layer3D
2020-09-21 18:24:38 +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
Vladislav Forsh
4d7301a4be
Improve types for particle emitter deathZone and emitZone
2020-09-21 12:38:29 +03:00
Vladislav Forsh
530c7a3d92
Add reserve property to particle emitter config
2020-09-21 12:06:49 +03:00
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
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
samme
d4059c8f6e
Fix Group#getMatching
2020-09-19 10:10:25 -07:00
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
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
6ce58ed73b
Let them define the orientation
2020-09-17 10:08:15 +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
1d0b5cc6a9
Added Size component
2020-09-16 17:15:37 +01:00
Richard Davey
a38166ce2b
Now allows a texture per model, not mesh
2020-09-16 16:39:06 +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
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
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
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
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
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
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
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
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
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
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
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
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
Richard Davey
00b799db23
Use Event const, not string.
2020-09-11 12:23:33 +01:00
Richard Davey
3969d6e45a
Updated JSDocs to cover situation in #3858
2020-09-11 10:08:22 +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
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
bd56b0bd59
Updated JSDocs
2020-09-08 12:17:45 +01:00
Richard Davey
cdd612a273
AnimationState has moved namespace to keep things logically together
2020-09-08 09:31:59 +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
24beb01963
Update AnimationState.js
2020-09-07 10:26:16 +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
cebd1d0101
Tidy up order
2020-09-04 11:52:19 +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
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
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
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
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
90fbb0f13d
Updated jsdocs for play
to show it can take the new config
2020-09-02 17:41:43 +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
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
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
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
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
7e572c3577
Improves JSDocs
2020-08-25 09:54:09 +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
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
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
Richard Davey
1766f66984
Update JSDocs
2020-08-24 14:58:24 +01:00
Richard Davey
0dd07333af
Updated to use MultiPipeline
2020-08-21 16:14:59 +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
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
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
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
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
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
samme
981a4b1a0a
Rename all setInteractive() arguments, and docs
2020-08-03 13:33:30 -07:00
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
ec845ce015
Use GetColorFromValue
2020-08-03 10:49:05 +01:00
Richard Davey
0266c7f0a2
Updated docs #5231
2020-08-03 10:37:01 +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
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
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
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
samme
f653a51cc0
Docs: generic return for add.existing()
2020-07-29 12:19:09 -07:00
mk360
a7371b9a85
[types] allow Text#setPadding to receive an object
2020-07-24 18:48:17 +03:00
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
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
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
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
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
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
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
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
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
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
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
0003d278fd
Updated to use new external MVP functions
2020-07-14 16:49:30 +01:00
Richard Davey
dc13060042
Fixed namespace
2020-07-14 09:45:37 +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
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
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
60baaf7708
Made sure array was cleared on destroy #5159
2020-07-13 12:51:36 +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
d83b14274d
Merge pull request #5166 from samme/feature/group-setActive-setName
...
Add Group#setActive(), Group#setName()
2020-07-13 12:34:03 +01:00
Richard Davey
0ecaed42ec
Merge pull request #5163 from samme/fix/headless-renderTexture
...
Fix error adding a Render Texture with Headless renderer
2020-07-13 12:32:53 +01:00
Richard Davey
818343f452
Fixed lint errors with PR #5159
2020-07-13 12:20:10 +01:00
Richard Davey
8951211c74
Merge pull request #5159 from tgroborsch/feature/multi-anims-chain
...
Allow chaining of multible animations
2020-07-13 12:19:03 +01:00
Richard Davey
bafae8424d
Merge pull request #5153 from samme/fix/create-group-from-children
...
Fix problems passing `children` to created group
2020-07-13 12:15:26 +01:00
Richard Davey
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
b1ae96eb76
Merge pull request #5130 from samme/docs/gameobject-body-type
...
Correct types for GameObject#body
2020-07-13 11:48:35 +01:00
Richard Davey
9bb3a4ba19
Merge pull request #5178 from samme/docs/misc-7
...
Docs
2020-07-13 11:41:28 +01:00
SirJosh3917
f2e8a83691
Update ContainerFactory.js
...
Given that Container's constructor allows x and y to be optional, the JSDoc should match that.
2020-07-09 23:32:54 -04:00
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
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
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
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
timo
a39199849e
Allow chaining of multible animations
...
With this commit it is possible to chain more than one animation together for example:
this.mole.anims.play('digging',true).anims.chain('lifting').anims.chain('looking').anims.chain('lowering');
This commit introduces a property nextAnimsQueue. It holds all additional nextAnim-Keys in the order the chain()-method was called. It is handed over to the nextAnim-Property in the stop()-method.
2020-05-22 14:03:42 +02:00
timo
b00acb1838
Revert "Allow for chaining multible animations"
...
This reverts commit a5eacab048
.
2020-05-22 13:45:21 +02:00
timo
a5eacab048
Allow for chaining multible animations
...
This allows for chaining multible animations by calling the chain(key) method multible times like this:
this.mole.anims.play('digging',true).anims.chain('lifting').anims.chain('looking').anims.chain('lowering');
This commit adds a new property nextAnimsQueue. This is an array that holds the chained keys in order of chain() requests.
This list will be worked on in the stop() function.
2020-05-22 13:30:37 +02:00
samme
70b8bfe4b0
Add children after configuration
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Ensures the create handler is called
2020-05-11 10:20:52 -07:00
samme
b7bc26d06f
Correct types for GameObject#body?
2020-05-02 16:16:16 -07:00
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
4d190470f3
Fixed Vector2Like types
2020-04-27 16:13:17 +01:00
Richard Davey
7525ed2533
Updated docs
2020-04-27 15:09:37 +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
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
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
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
4f80ec5748
Fix spelling mistake
2020-04-27 10:13:15 +01:00
samme
03c9c5fa33
Add PathFollower#pathDelta
2020-04-17 09:28:40 -07:00
Godard
9c2447dcb8
fix Container pointToContainer function
2020-04-09 12:02:31 -04:00
samme
eeb00c1a92
Docs: when to quote fontFamily
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Fixes #5076
2020-04-04 10:56:52 -07:00
samme
08aaf6231f
Docs: fix my math in Transform#rotation
2020-03-27 21:18:49 -07:00
Eliot Godard
f4ba7c4e3a
Fix wrong Container.getBounds with child container
2020-03-12 01:42:17 -04:00
halilcakar
43f26ad31f
Update JSDocs for events
2020-03-10 11:11:43 +03:00
samme
a84f7efb45
Docs: radian values for Transform#rotation
2020-02-27 10:15:44 -08:00
samme
55e4dc2329
Fix TypeError for headless renderer
2020-02-15 11:50:05 -08:00
Richard Davey
f5128a428a
Fixed Video return type. Fix #5003
2020-02-13 12:13:13 +00:00
Rex
307c2b1584
Add incData, toggleData method
2020-02-05 16:17:54 +08:00
Richard Davey
0b696ebc74
Added MatterJS.BodyType
to GameObject.body
type. Fix #4962
2020-02-04 21:13:44 +00:00
Richard Davey
20fabba0b9
Impact Physics is now removed from the core API
2020-02-04 14:52:04 +00:00
Richard Davey
e4c158c883
Merge pull request #4968 from JasonHK/jsdoc
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Fixed `this` return types
2020-01-29 11:48:43 +00:00
Richard Davey
72f0395eec
Update TransformMatrix.js
...
Added missing braces.
2020-01-29 11:48:11 +00:00
Richard Davey
b8d2a5b792
Undef or null
2020-01-28 16:13:59 +00:00
Richard Davey
ef641a104f
Update Rope.js
2020-01-28 12:59:11 +00:00
Richard Davey
7ce48c20de
Update Rope.js
2020-01-28 12:50:22 +00:00
Richard Davey
ddf535c6c3
Rope can now draw vertex debug to a Graphics instance
2020-01-28 12:46:35 +00:00
Richard Davey
c357b5e56d
Added alignment property
2020-01-28 12:46:11 +00:00
Richard Davey
0a4b3e3785
Update RopeCanvasRenderer.js
2020-01-28 12:46:03 +00:00
Richard Davey
54aebfc842
Removed NOOPs and fixed UV projection for vertical atlas frames
2020-01-27 15:15:19 +00:00
Richard Davey
4de9d52769
Animation.setCurrentFrame
will no longer try to call setOrigina
or updateDisplayOrigin
if the Game Object doesn't have the Origin component, preventing unknown function errors.
2020-01-27 14:48:50 +00:00
Jason Kwok
ec25759747
Fixed this
return types for Phaser.GameObjects.Zone
2020-01-26 21:52:37 +08:00
Jason Kwok
8e82f22858
Fixed this
return types for Phaser.GameObjects.Text
2020-01-26 21:43:48 +08:00
Jason Kwok
192e03c932
Fixed this
return types for Phaser.GameObjects.Sprite
2020-01-26 21:36:59 +08:00
Jason Kwok
4578a9e13c
Fixed this
return types for Phaser.GameObjects.Quad
2020-01-26 21:26:34 +08:00
Jason Kwok
fca63274e2
Fixed this
return types for Phaser.GameObjects.Particles.Zones.EdgeZone
2020-01-26 21:21:25 +08:00
Jason Kwok
022fa20673
Fixed this
return types for Phaser.GameObjects.Particles.EmitterOp
2020-01-26 21:18:14 +08:00
Jason Kwok
270f7b33a3
Fixed this
return types for Phaser.GameObjects.Particles.ParticleEmitterManager
2020-01-26 21:15:30 +08:00
Jason Kwok
1fd71ae088
Fixed this
return types fro Phaser.GameObjects.Particles.ParticleEmitter
2020-01-26 21:13:11 +08:00
Jason Kwok
4df2179496
Fixed this
return types for Phaser.GameObjects.Light
2020-01-26 21:06:58 +08:00
Jason Kwok
66e314432c
Fixed this
return types for Phaser.GameObjects.Group
2020-01-26 21:03:57 +08:00
Jason Kwok
494ddf431d
Fixed this
return types for Phaser.GameObjects.Graphics
2020-01-26 21:01:00 +08:00
Jason Kwok
91f1fefd2b
Fixed this
return types for Phaser.GameObjects.Container
2020-01-26 20:50:59 +08:00
Jason Kwok
00818a9c61
Fixed this
return types for Phaser.GameObjects.Components.TransformMatrix
2020-01-26 20:42:58 +08:00
Jason Kwok
c97a59011d
Fixed this
return types for Phaser.GameObjects.Components.PathFollower
2020-01-26 20:36:05 +08:00
Jason Kwok
87bf4bd648
Fixed this
return types for Phaser.GameObjects.Bob
2020-01-26 20:25:26 +08:00
Jason Kwok
401cb81590
Fixed this
return type for Phaser.GameObjects.DynamicBitmapText
2020-01-26 20:16:18 +08:00
Richard Davey
009dad281f
Fixed comparison
2020-01-24 18:18:06 +00:00
Richard Davey
5022830c7a
Added preDestroy handler
2020-01-24 18:03:18 +00:00
Richard Davey
bf65d6b577
Push to the updateList too
2020-01-24 18:01:49 +00:00
Richard Davey
e5f5ed70fe
Added support for animations, texture flipping, alignment resetting and tint fill
2020-01-24 18:01:40 +00:00
Richard Davey
79357e35ab
Support Rope.alpha
2020-01-24 15:35:16 +00:00
Richard Davey
2f6921b80f
Added horizontal parameter
2020-01-24 15:35:08 +00:00
Richard Davey
1463aaaaa1
Added horizontal flag and Alpha and Flip components
2020-01-24 15:35:00 +00:00
Richard Davey
72c3b55235
Testing vertical Rope support
2020-01-24 01:58:29 +00:00
Richard Davey
f883cb492a
Fixed issue with not enough Rope segments being provided.
...
Allow to pass in integer to split Rope into.
2020-01-20 17:29:11 +00:00
Richard Davey
ade73f28bf
Rope updates
2020-01-20 16:01:30 +00:00
Richard Davey
57a022db53
Always flush, because tri-strip
2020-01-17 19:04:16 +00:00
Richard Davey
d5473a4840
Added setTintFill method
2020-01-17 17:58:50 +00:00
Richard Davey
162b07bd6b
Added new Rope Game Object
2020-01-17 17:38:06 +00:00
samme
f4c011496c
Fix PathFollower always at end of path
2020-01-16 14:44:26 -08:00
Richard Davey
4a6b2087f7
Fixed internal callback handlers
2020-01-15 12:45:59 +00:00
Richard Davey
ff65e69cd1
Changed copyright date to 2020
2020-01-15 12:07:09 +00:00
Richard Davey
e1a6214c9b
A DOMElement
will now set the display mode to 'none' during its render if the Scene in which it belongs is no longer visible.
2020-01-15 11:15:23 +00:00
Richard Davey
867a11b30b
DOMElement
has a new private method handleSceneEvent
which will handle toggling the display setting of the element when a Scene sleeps and wakes. A DOM Element will now listen for the Scene sleep and wake events. These event listeners are removed in the preDestroy
method.
2020-01-15 11:15:09 +00:00
Richard Davey
90c8825ddb
A PathFollower
with a very short duration would often not end in the correct place, which is the very end of the Path, due to the tween handling the movement not running one final update when the tween was complete. It will now always end at the final point of the path, no matter how short the duration. Fix #4950
2020-01-15 10:42:56 +00:00
Richard Davey
08c4ab0e4c
Added internalCreateCallback
and internalRemoveCallback
to a Group
2020-01-14 23:55:21 +00:00
Richard Davey
a81c2ea132
When playing an Animation, if you were to play another, then pause it, then play another the internal _paused
wouldn't get reset, preventing you from them pausing the animations from that point on. You can now play and pause animations at will. Fix #4835
2020-01-14 22:42:14 +00:00
Richard Davey
1928480913
Fixed JSDocs
2020-01-13 12:35:33 +00:00
Andrew Brampton
e42f227ec2
Update documentation and one import, to use the consistent name of Vector2
.
...
There were examples that used Vec2, which wouldn't work. For example `An array of Point or Vector2 objects: [new Phaser.Math.Vec2(x1, y1), ...]` was not copy and pastable.
2020-01-11 06:46:25 -08:00
Richard Davey
2d3a87a3a6
Updated existing
for TS defs. Fix #4941
2020-01-06 13:33:23 +00:00
Richard Davey
5e027f7031
Added JSDocs
2020-01-02 16:45:28 +00:00
Richard Davey
4892cc7feb
The Graphics
Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the element, rather than a quad alpha, which never worked for these objects.
2019-12-28 17:37:13 +00:00
Richard Davey
6ffdacc959
The DOMElement
Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the element, rather than a quad alpha, which never worked for these objects.
2019-12-28 17:37:04 +00:00
Richard Davey
e6464f6ad3
Merge branch 'master' of https://github.com/photonstorm/phaser
2019-12-28 17:29:11 +00:00
Richard Davey
f0e7a9bcf9
The Container
Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the container, rather than a quad alpha, which never worked consistently across Container children. Fix #4916
2019-12-28 17:27:31 +00:00
Richard Davey
949d882788
The Shape
Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the shape, rather than a quad alpha, which never worked for Shape objects.
2019-12-28 17:27:15 +00:00
Richard Davey
695cb7e4e2
AlphaSingle
is a new Game Object Component that allows a Game Object to set its alpha values, but only as a single uniform value, not on a per-quad basis.
2019-12-28 17:27:01 +00:00
Richard Davey
5130fccbf5
Merge pull request #4921 from samme/feature/emitter-remove
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Add ParticleEmitter.remove() and ParticleEmitterManager#removeEmitter()
2019-12-28 16:35:07 +00:00
Richard Davey
5adf6382ff
Merge pull request #4922 from samme/feature/emitter-setTint
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Add ParticleEmitter#setTint()
2019-12-28 16:33:39 +00:00
J.C
936563df11
Crop component is missing from RenderTexture
class
2019-12-27 17:01:14 +08:00
samme
15506e0faf
Add ParticleEmitter.remove() and ParticleEmitterManager#removeEmitter()
2019-12-23 10:36:35 -08:00
samme
559c89eaf2
Add ParticleEmitter#setTint()
2019-12-23 09:25:35 -08:00
Richard Davey
66a25e2117
Setting lineSpacing
in the Text Game Object style config would set the value but not apply it to the Text, leaving you to call updateText
yourself. If set, it's now applied on instantiation. Fix #4901
2019-12-18 14:55:12 +00:00
Richard Davey
752999c92b
The Mesh
and Quad
Game Objects have had the GetBounds
component removed as it cannot operate on a Mesh as they don't have origins. Fix #4902
2019-12-18 14:43:23 +00:00
Richard Davey
205bbab268
Merge pull request #4886 from rexrainbow/text-wrap
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Don't add white space at last word of a line
2019-12-18 14:31:11 +00:00
Richard Davey
e5ab24ec8c
Merge pull request #4912 from javigaralva/add-gameobjectfactory-docs
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Added doc for `GameObjectFactory.register` and `GameObjectFactory.remove`
2019-12-18 14:29:25 +00:00
Richard Davey
427d88ed79
Merge pull request #4913 from javigaralva/fix-doc-static-functions
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Fix doc static functions
2019-12-18 14:28:51 +00:00
Javier García Álvarez
9d418eae73
Fixed jsdoc types to get TS definition intellisense.
2019-12-18 12:25:14 +01:00
Javier García Álvarez
e1d288a834
Add optional params to ParseFromAtlas doc
2019-12-18 12:22:30 +01:00
Javier García Álvarez
dbaf6f1f75
Fixed jsdocs @name to @method
2019-12-18 11:48:30 +01:00
Javier García Álvarez
718db273c2
Added doc for GameObjectFactory.register
and GameObjectFactory.remove
2019-12-18 11:32:29 +01:00
Javier García Álvarez
7576c824af
Fixed semicolon in updateList doc
2019-12-18 10:38:44 +01:00
Chris Andrew
15ac5e736a
#4903 Clarified z position documentation by linking to depth GO component.
2019-12-09 16:57:05 +00:00
Hua
3c4cf8834e
Don't add white space at last word of a line
2019-11-27 13:09:07 +08:00
Richard Davey
7650c5535f
BitmapText with a maxWidth
set wouldn't update the text correctly if it was modified post-creation. You can now update the text and/or width independantly and it'll update correctly. Fix #4881
2019-11-26 14:31:27 +00:00
Richard Davey
4a33c7b5c8
Don't reset text
2019-11-22 16:43:13 +00:00
Richard Davey
a7b3cd585d
Tidying up
2019-11-22 16:42:53 +00:00
Richard Davey
0d46c7107a
Fixed issue with carriage-returns not reflowing text
2019-11-22 16:42:43 +00:00
Richard Davey
4435791cc1
Updated to use current null approach
2019-11-22 13:54:07 +00:00
Richard Davey
28982fb7fc
Fixed word wrapping
2019-11-22 13:48:10 +00:00
Richard Davey
b297950875
Added wordWrapCharCode
2019-11-22 13:48:01 +00:00
Richard Davey
5b1401153c
Working through BitmapText wrapping
2019-11-21 17:11:43 +00:00
Richard Davey
ce2dbb7095
Merge pull request #4873 from samme/feature/group-type
...
Add `type` for Group, Arcade.Group, Arcade.StaticGroup
2019-11-20 21:54:10 +00:00
samme
8585541e15
Add type
for Group, PhysicsGroup, StaticPhysicsGroup
2019-11-20 11:53:38 -08:00
Richard Davey
3eafac9f4f
lint fixes
2019-11-19 13:02:05 +00:00
Richard Davey
c37058ef4b
When calling TileSprite.setTexture
or setFrame
, if the new frame size didn't match the old one, the new fill pattern would become distorted and the potWidth
and potHeight
values would be incorrect.
2019-11-19 11:49:54 +00:00
Richard Davey
b95a6a45bd
Fixed some JSDocs resulting from #4850
2019-11-19 11:23:19 +00:00
Richard Davey
4606f0b443
Merge pull request #4850 from rexrainbow/group-improvement
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Add some action methods
2019-11-19 11:04:17 +00:00
Richard Davey
171ca39544
Merge pull request #4847 from rexrainbow/Action-of-scrollFactor
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Add SetScrollFactor into Action and Group's createFromConfig
2019-11-19 10:55:16 +00:00
Richard Davey
e5f93738ca
Merge pull request #4807 from jcyuan/master
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fix TS issues and fix the condition to check video support.
2019-11-19 10:49:09 +00:00
Richard Davey
1091d09d93
Video.destroy
has been renamed to Video.preDestroy
, so that it now destroys properly like all other Game Objects. Fix #4821
2019-11-18 22:20:08 +00:00
Richard Davey
9ff331e10e
Merge pull request #4829 from jsoref/spelling
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Spelling
2019-11-18 21:47:26 +00:00
Richard Davey
50d9931c11
Added cached MIN/MAX SAFE INT for IE support #4833
2019-11-18 17:01:55 +00:00
Hua
f0c1d8f846
Add some action methods
2019-11-06 14:22:47 +08:00
Hua
53e9fd1465
Add SetScrollFactor into Action and Group's createFromConfig
2019-11-05 14:39:56 +08:00
Josh Soref
c0d92a56a7
spelling: will
2019-10-29 02:42:27 -04:00
Josh Soref
4a322dc7be
spelling: dynamic
2019-10-29 01:52:45 -04:00
Josh Soref
0b4a951cf5
spelling: discrepancies
2019-10-29 01:52:04 -04:00
J.C
9507ec7591
fix ts error, and update the output file.
2019-10-16 13:39:06 +08:00
Richard Davey
04bfe30255
Container.mask
wouldn't render in WebGL due to a change in the way child masks were handled. Container masking now works again as in 3.19. Fix #4803
2019-10-15 11:29:47 +01:00
Richard Davey
c37a3634c0
UpdateList.shutdown
wasn't removing the Scene Update event listener, causing actions to be multiplied on Scene restart (such as animation playback). Fix #4799
2019-10-15 11:18:36 +01:00
Richard Davey
28316ec4fe
Merged ProcessQueue docs
2019-10-11 18:53:11 +01:00
Richard Davey
c60530eedd
Removed commented-out code
2019-10-11 18:35:27 +01:00
Richard Davey
e8ac166ab2
Update UpdateList.js
2019-10-11 18:34:01 +01:00
Richard Davey
312797dc8e
JSDoc fixes
2019-10-11 18:29:55 +01:00
Richard Davey
39118a2778
Merge pull request #4700 from cristlee/master
...
add an optional textureData when initialize shader
2019-10-11 13:34:22 +01:00
Richard Davey
9656c9858c
Emit event after playback
2019-10-11 13:19:55 +01:00
Richard Davey
29f5acab15
Added all of the Video Events and completed the jsdocs
2019-10-11 12:26:24 +01:00
Richard Davey
0958df8592
Finished method jsdocs
2019-10-10 23:51:03 +01:00
Richard Davey
9b8bc99538
Lots of jsdocs added
2019-10-10 17:42:57 +01:00
Richard Davey
e3b4ec1b6f
Don't access currentTime if no video loaded
2019-10-10 14:26:19 +01:00
Richard Davey
dcdc219442
Added flipY support into saveTexture for use in shaders
2019-10-10 12:27:14 +01:00
Richard Davey
2fb190f023
changeSource works and loadURL works too
2019-10-09 17:42:51 +01:00
Richard Davey
bd7592a408
No URL in constructor
2019-10-09 17:42:37 +01:00
Richard Davey
bede5d29f0
Video source change now working
2019-10-09 15:31:37 +01:00
Richard Davey
e69c46d30e
Added snapshot methods.
2019-10-09 10:50:01 +01:00
Richard Davey
ed69ef6626
The GameObject.setTexture
method can now accept either a string, in which case it looks for the texture in the Texture Manager, or a Texture instance, in which case that instance is set as the Game Object's texture.
2019-10-09 10:49:37 +01:00
Richard Davey
226a0f87ea
Video seeking only updates texture when the seek is complete and added marker support
2019-10-09 10:17:15 +01:00
Richard Davey
35dfd2fb30
Fixed noAudio
2019-10-09 00:40:09 +01:00
Richard Davey
5b98d5737e
Non-Promise support + seeking texture update
2019-10-08 17:44:01 +01:00
Richard Davey
5b34726e64
Refactored how pause / resume / play works and texture updating, much cleaner and more resilient
2019-10-08 17:15:26 +01:00
Richard Davey
5ac4afb1f8
Getting autoplay working
2019-10-07 17:08:45 +01:00
Richard Davey
07a2a81263
grab and saveToTexture methods now work
2019-10-04 13:40:42 +01:00
Richard Davey
633af46f71
Removed snapshot and handled locked and unlocked playback
2019-10-04 13:14:32 +01:00
Richard Davey
3d31e27926
Don't render if there's no texture
2019-10-04 13:14:06 +01:00
Richard Davey
6b67862cb7
Finally resolved webgl texture issues when loaded too early
2019-10-04 00:58:43 +01:00
Richard Davey
800381b7fc
Better handling of texture creation
2019-10-03 17:51:11 +01:00
Richard Davey
9989f271d4
Pass in the key and url
2019-10-03 17:50:42 +01:00
Richard Davey
9429f66adb
Added first pass at Video Game Object
2019-10-03 02:29:05 +01:00
Richard Davey
3ab903b3c5
UpdateList now extends ProcessQueue and uses all of its methods instead.
2019-10-02 12:13:43 +01:00
Richard Davey
ea75c5ca9a
Updated quad alpha checks
2019-10-02 10:11:07 +01:00
Richard Davey
a7a15bcb4d
Merge pull request #4715 from MrcSnm/master
...
Container now can apply alpha quads
2019-10-02 09:55:59 +01:00
Marcelo Silva Nascimento Mancini
b7166bba3b
ESLint correction
2019-10-01 16:11:29 -03:00
Richard Davey
be02c80be9
Origin and canvas renderer work again now. Fix #4108
2019-10-01 17:43:47 +01:00
Richard Davey
1a42c54398
Set image smoothing based on renderer or scale mode.
2019-10-01 16:10:50 +01:00
Richard Davey
d405bab92c
Set image smoothing based on renderer or scale mode.
2019-10-01 16:10:46 +01:00
FengLi
217d1daa2f
add an optional textureData when initialize shader
2019-10-01 22:52:35 +08:00
Richard Davey
b1b95c066b
The BuildGameObject
function will no longer set scaleMode
because it's not a valid Game Object property.
2019-10-01 14:54:52 +01:00
Richard Davey
55c73d399b
GameObject.ToJSON
will no longer output the scaleMode
in the json because it's not a valid Game Object property.
2019-10-01 14:41:58 +01:00
Richard Davey
ea7691518b
Use public property for blend mode check #4771
2019-10-01 14:08:13 +01:00
Richard Davey
5b6d9895be
TileSprites will now throw a console warning if you try to use a RenderTexture or GLTexture as their frame source. Fix #4719
2019-10-01 13:37:37 +01:00
Hua
8a9e74ffe9
Add tint feature of bob
2019-10-01 10:17:14 +08:00
Richard Davey
487ec88529
RenderTexture.fill
wasn't setting the camera up before drawing the fill rect, causing it to appear in the wrong place and the wrong size. Fix #4390
2019-09-30 15:08:53 +01:00
Richard Davey
cde1210523
The Container WebGLRenderer will now handle child new type switching, allowing you to carry on with a batch of same-type Game Objects even if they're nested within Containers. Fix #4710
2019-09-27 15:41:51 +01:00
Richard Davey
f3e18000f2
Merge pull request #4760 from rexrainbow/blitter-enhancement
...
Set dirty flag only when render state of bob is changed
2019-09-26 12:32:34 +01:00
Rex
6deec2c44b
Also resize hit-area when resizing
2019-09-21 20:24:26 +08:00
Rex
08a2082d46
Update display-origin when resizing
2019-09-21 20:21:09 +08:00
Rex
7795713ab5
Set dirty flag only when render state of bob is changed
2019-09-21 20:15:56 +08:00
Richard Davey
5c04e20b20
The private Shader._savedKey
property has been removed as it wasn't used anywhere internally.
2019-09-20 14:48:41 +01:00
Richard Davey
bc5c7cf7ab
When calling Shader.setRenderToTexture()
it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
2019-09-19 23:32:40 +01:00
Nicolas Ferrero
18060a841e
RenderTexture would not update texture size on resize
2019-09-10 17:03:52 +03:00
Richard Davey
fc5630cb72
The displayWidth
and height should never be negative.
2019-08-30 19:35:52 +01:00