Commit graph

1434 commits

Author SHA1 Message Date
Richard Davey
b084ef4497 Update CHANGELOG.md 2019-06-04 18:54:41 +01:00
Richard Davey
c792cfccf7 Update CHANGELOG.md 2019-06-04 15:46:19 +01:00
Richard Davey
018c234a15 Update CHANGELOG.md 2019-06-01 10:53:08 +01:00
Richard Davey
d0f1475350 Update CHANGELOG.md 2019-05-30 22:30:29 +01:00
Richard Davey
061ff9e9e7 Update CHANGELOG.md 2019-05-30 22:28:47 +01:00
Richard Davey
e4cc8f74a1 Update CHANGELOG.md 2019-05-30 22:15:50 +01:00
Richard Davey
df0b474638 Added getTopCenter, getBottomCenter, getLeftCenter and getRightCenter 2019-05-29 16:27:31 +01:00
Richard Davey
09318530a4 Matter.Factory.fromVertices can now take a vertices path string as its vertexSets argument, as well as an array of vertices. 2019-05-29 14:50:57 +01:00
Richard Davey
3c52a3b27a Pass the pointers array in directly, no need to iterate them all every time 2019-05-28 21:31:54 +01:00
Richard Davey
f7a374b096 Update CHANGELOG.md 2019-05-28 17:28:01 +01:00
Richard Davey
a39c0c87c7 Update CHANGELOG.md 2019-05-28 17:08:33 +01:00
Richard Davey
21b3f2a1ab Update CHANGELOG.md 2019-05-28 16:58:55 +01:00
Richard Davey
4ab7fe164e Update CHANGELOG.md 2019-05-28 11:39:06 +01:00
Richard Davey
b649ec3783 Update CHANGELOG.md 2019-05-24 19:30:16 +01:00
Richard Davey
b9ae4685ca Update CHANGELOG.md 2019-05-23 17:19:34 +01:00
Richard Davey
8e4632fb51 Merge branch 'master' of https://github.com/photonstorm/phaser 2019-05-22 19:19:36 +01:00
Richard Davey
d2dac14f9f Update CHANGELOG.md 2019-05-22 19:19:32 +01:00
Richard Davey
d7af904bfa Added Matter velocity, angularVelocity and force methods 2019-05-21 14:23:32 +01:00
Richard Davey
9959dce57e Passing a Frame object to Bob.setFrame would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516 2019-05-17 14:00:39 +01:00
Richard Davey
3504819b33 The CameraManager would incorrectly destroy the default Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the destroy method. Fix #4520 2019-05-17 13:54:55 +01:00
Richard Davey
0ac5d7b8d9 There was some test code left in the DOMElementCSSRenderer file that caused getBoundingClientRect to be called every render. This has been removed, which increases performance significantly for DOM heavy games. 2019-05-17 13:43:55 +01:00
Richard Davey
e23a86d45a The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound. 2019-05-16 17:44:59 +01:00
Richard Davey
f792fce9cb The default BaseShader vertex shader will now set the fragCoord varying to be the viewport height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code. 2019-05-16 17:30:30 +01:00
Richard Davey
48bf3d2b5e Update CHANGELOG.md 2019-05-14 09:46:33 +01:00
Richard Davey
48a9925ed1 Update CHANGELOG.md 2019-05-14 09:44:08 +01:00
Richard Davey
725130bc40 Update CHANGELOG.md 2019-05-14 09:37:41 +01:00
Richard Davey
06d1618e29 Preparing for 3.18 dev 2019-05-10 18:32:03 +01:00
Richard Davey
ca66db35ed Updated Change Log and README 2019-05-10 16:05:32 +01:00
Richard Davey
f9315bac3f Updated Scene config types 2019-05-10 14:39:35 +01:00
Richard Davey
5dfea01d61 Update CHANGELOG.md 2019-05-10 12:28:12 +01:00
Richard Davey
edb0a8bfc2 Update CHANGELOG.md 2019-05-09 15:32:58 +01:00
Richard Davey
3b19b87ed2 Update CHANGELOG.md 2019-05-08 23:47:23 +01:00
Richard Davey
6609046905 Update CHANGELOG.md 2019-05-08 22:13:04 +01:00
Richard Davey
18a924c39c Passing an _array_ of configuration objects to physics.add.group would ignore them and none of the children would be assigned a physics body. Fix #4511 2019-05-07 16:17:28 +01:00
Richard Davey
71db4ab24e Update CHANGELOG.md 2019-05-04 12:50:54 +01:00
Richard Davey
fda7772d3f Fixed jsdocs to flag arguments as optional. Fix #4506 2019-05-03 18:23:39 +01:00
Richard Davey
f0a25f4b9a Update CHANGELOG.md 2019-05-03 17:38:41 +01:00
Richard Davey
40b325accf A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position 2019-05-02 10:51:46 +01:00
Richard Davey
f9482ef580 BaseCache.getKeys is a new method that will return all keys in use in the current cache, i.e. this.cache.shader.getKeys(). 2019-05-02 02:27:29 +01:00
Richard Davey
3d40a95a00 Added glFuncMap 2019-05-01 12:29:45 +01:00
Richard Davey
4c95d69711 Added new SetValue function for property setting to any depth 2019-05-01 12:28:21 +01:00
Richard Davey
95eb4fc03d Setting pixelPerfect when input enabling a Container would cause it to crash, because Container's don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 2019-04-26 10:56:06 +01:00
Richard Davey
e05ff03ed0 Added Systems.renderer reference 2019-04-25 11:30:10 +01:00
Richard Davey
f64d0a935b Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out. 2019-04-24 16:45:31 +01:00
Richard Davey
1f0a516c77 GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call. 2019-04-24 15:00:16 +01:00
Richard Davey
ac3fac4ab6 UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 2019-04-24 13:58:05 +01:00
Richard Davey
11c1b458fa Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 2019-04-24 13:44:57 +01:00
Richard Davey
64532d8d7b InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 2019-04-24 13:38:40 +01:00
Richard Davey
00dbf8b03e Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 2019-04-24 12:54:56 +01:00
Richard Davey
61921525f1 There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files. 2019-04-24 12:23:21 +01:00
Richard Davey
f4a86fd368 The Container.setScrollFactor method has a new optional argument updateChildren. If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475 2019-04-24 12:09:16 +01:00
Richard Davey
61011d3ae9 Camera.clearRenderToTexture will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown. 2019-04-24 11:46:31 +01:00
Richard Davey
da6b520e64 Update CHANGELOG.md 2019-04-24 11:21:55 +01:00
Richard Davey
94b7db0e82 Update CHANGELOG.md 2019-04-24 11:06:54 +01:00
Richard Davey
c9075a4c40 Update CHANGELOG.md 2019-04-24 10:48:07 +01:00
Richard Davey
fd4f45673b Pointer.getDuration would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 2019-04-24 10:08:56 +01:00
Richard Davey
4d38283746 Update CHANGELOG.md 2019-04-24 10:04:17 +01:00
Richard Davey
4aa256a04c Update CHANGELOG.md 2019-04-23 22:50:01 +01:00
Richard Davey
9298492b01 Update CHANGELOG.md 2019-04-23 11:21:29 +01:00
Richard Davey
226daaa731 Update CHANGELOG.md 2019-04-16 17:08:19 +01:00
Richard Davey
1f9aec524e Update CHANGELOG.md 2019-04-15 23:46:28 +01:00
Richard Davey
53870c0699 Update CHANGELOG.md 2019-04-15 16:46:51 +01:00
Richard Davey
0bdf1cc083 Allow geometry masks to work within bitmap masks 2019-04-12 18:36:31 +01:00
Richard Davey
216bf3d904 Update CHANGELOG.md 2019-04-12 17:47:05 +01:00
Richard Davey
da82ced343 Update CHANGELOG.md 2019-04-11 17:10:16 +01:00
Richard Davey
16f7553ff3 Update CHANGELOG.md 2019-04-09 23:29:37 +01:00
Richard Davey
26bdff978c Update CHANGELOG.md 2019-04-09 17:55:20 +01:00
Richard Davey
2690561eee Update CHANGELOG.md 2019-04-08 16:45:51 +01:00
Richard Davey
2d3c905f53 Calling Tween.play on a tween that had already finished and was pending removal will stop the tween from getting stuck in an isPlaying state and will restart the tween again from the beginning. Calling play on a Tween that is already playing does nothing. Fix #4184 2019-04-08 16:25:31 +01:00
Richard Davey
0012ed3524 Added Tilemap.renderDebugFull method. 2019-04-08 16:05:12 +01:00
Richard Davey
95cf972dec Update CHANGELOG.md 2019-04-08 15:59:52 +01:00
Richard Davey
d63321eba5 Layers now remove themselves from the Tilemap when destroyed. Fix #4319 2019-04-08 15:45:43 +01:00
Richard Davey
0cfbc7917e The InputPlugin will now dispatch an update event regardless, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 2019-04-08 14:39:28 +01:00
Richard Davey
f552dde229 Texture.add will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return null instead of a Frame object, and the frameTotal will never be incremented. Fix #4459 2019-04-08 14:22:03 +01:00
Richard Davey
ce2d9868a6 Update CHANGELOG.md 2019-04-08 14:02:22 +01:00
Richard Davey
83e3bd313f Update CHANGELOG.md 2019-04-08 13:53:08 +01:00
Richard Davey
ded1320e8e Fixed issue with multiple calls to Tween.restart 2019-04-08 12:58:03 +01:00
Richard Davey
94fad47b1a Update CHANGELOG.md 2019-04-08 12:49:06 +01:00
Richard Davey
b4f62ff301 Update CHANGELOG.md 2019-04-08 12:18:25 +01:00
Richard Davey
5c2dcb6e0e Update CHANGELOG.md 2019-04-08 12:18:25 +01:00
Richard Davey
00638ae9ee Swapped to use GetValue instead. 2019-04-08 11:45:08 +01:00
Richard Davey
cd8fb4217a Tweens created with a duration of zero will now render for one frame before completing. Fix #4235 2019-04-08 11:18:42 +01:00
Richard Davey
b9fef30d99 Update CHANGELOG.md 2019-04-08 11:01:25 +01:00
Richard Davey
09487bbfc6 Added new resetCollisionIDs method re: #4334 2019-04-08 10:34:52 +01:00
Richard Davey
77fa68721e Update CHANGELOG.md 2019-04-08 10:18:47 +01:00
Richard Davey
382fed3de7 Added TextureManager.removeKey method and invoke it from Texture.destroy. Fix #4461 2019-04-06 11:35:58 +01:00
Richard Davey
199f5989e6 Update CHANGELOG.md 2019-04-05 18:35:34 +01:00
Richard Davey
2ecaad5f03 Fixes use of static keyword. Fix #4458 2019-04-05 18:04:34 +01:00
Richard Davey
f4f33ed53c Update CHANGELOG.md 2019-04-05 17:41:31 +01:00
Richard Davey
3b3e426752 Update CHANGELOG.md 2019-04-05 17:12:31 +01:00
Richard Davey
cc1b96a309 The Body.setCollideWorldBounds method has two new optional arguments bounceX and bounceY which, if given, will set the World Bounce values for the body. 2019-03-27 11:53:34 +00:00
Richard Davey
6a2397bbae The Clock.now property value is now synced to be the TimeStep.time value when the Clock plugin boots and is no longer Date.now() until the first update 2019-03-26 14:35:14 +00:00
Richard Davey
e017691c68 The ScaleMode Component has been removed from every Game Object, and along with it the scaleMode property and setScaleMode method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413 2019-03-24 23:07:27 +00:00
Richard Davey
a85e6283ec All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components namespace. Fix #4440 2019-03-24 22:51:34 +00:00
Richard Davey
f895dab6c8 Update CHANGELOG.md 2019-03-22 19:08:11 +00:00
Richard Davey
cf504ac9c2 Body.setVelocity was cause the speed property to be set to NaN if you didn't provide a y argument. 2019-03-22 13:16:37 +00:00
Richard Davey
de14633247 Update CHANGELOG.md 2019-03-15 13:32:02 +00:00
Richard Davey
0a87a0bdef Added new getProduct method and fixed naming of consumePurchases. 2019-03-13 12:37:01 +00:00
Richard Davey
ab1d39bebb Update CHANGELOG.md 2019-03-08 20:09:31 +00:00
Richard Davey
8839ab1c0e Added the new overlapRect method. 2019-03-07 15:16:31 +00:00
Richard Davey
8e872fcb51 Fixed closest and furthest when the RTree is disabled 2019-03-07 14:13:45 +00:00
Richard Davey
d36ada0386 Added collideTiles and overlapTiles to AP. 2019-03-07 13:36:15 +00:00
Richard Davey
4196a7380e Update CHANGELOG.md 2019-03-07 12:36:30 +00:00
Richard Davey
0ee2442597 Bumping to 3.17.0 2019-03-07 12:31:06 +00:00
Richard Davey
ccdb109873 Update CHANGELOG.md 2019-03-05 14:45:57 +00:00
Richard Davey
c85648e06a The PluginManager.installScenePlugin method has a new optional boolean parameter fromLoader which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene. 2019-02-28 12:24:41 +00:00
Richard Davey
c15734f1bc A Scene will now emit the new CREATE event after it has been created by the Scene Manager. If the Scene has a create method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. 2019-02-26 11:00:20 +00:00
Richard Davey
a1265a207b The return from the ScenePlugin.add method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all other add methods in the API. Fix #4359 2019-02-25 17:12:00 +00:00
Richard Davey
f9e6f2cd71 Update CHANGELOG.md 2019-02-25 17:09:08 +00:00
Richard Davey
35363631d6 Added jsdoc blocks 2019-02-24 23:36:56 +00:00
Richard Davey
84c24862cf GetAdvancedValue now uses the correct Math RND reference, which means anything that used the randInt or randFloat features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369 2019-02-24 22:56:29 +00:00
Richard Davey
0ed8cc052f Update CHANGELOG.md 2019-02-24 22:12:14 +00:00
Richard Davey
80c8250d4f Update CHANGELOG.md 2019-02-22 03:58:29 +00:00
Richard Davey
38927d48b6 Update CHANGELOG.md 2019-02-22 00:47:23 +00:00
Richard Davey
376f06d2a9 Updated for 3.16.3 2019-02-15 10:39:07 +00:00
Richard Davey
04080bc1ba 3.16.2 Release 2019-02-11 09:59:29 +00:00
Richard Davey
cd67fd6108 Update CHANGELOG.md 2019-02-10 21:45:56 +00:00
Richard Davey
d50475045d Added Zone.setBlendMode method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295 2019-02-10 17:30:01 +00:00
Richard Davey
f3f65d1437 Refactored the game over and out handling to work with the non-legacy input system. Fix #4344 2019-02-10 17:10:13 +00:00
Richard Davey
a252225be6 Entering Fullscreen mode in the Scale Manager and then pressing ESC would leave the injected fullsceen div in the DOM, causing it to fail with a node insertion failure the second time you wanted to enter fullscreen mode. Fix #4352 2019-02-10 16:13:45 +00:00
Richard Davey
0ab61ac6de When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it. 2019-02-09 16:27:20 +00:00
Richard Davey
fd8d75ab02 Refactored the Pointer Constraint to make it work more like a real pointer does, added missing events, added full jsdocs. 2019-02-09 16:02:21 +00:00
Richard Davey
7041601893 Added drag events to Pointer Constraint 2019-02-09 14:58:42 +00:00
Richard Davey
8eaaa3515f Update CHANGELOG.md 2019-02-08 17:33:53 +00:00
Richard Davey
1a1ed45925 Update CHANGELOG.md 2019-02-08 13:36:31 +00:00
Richard Davey
b4aeeadb65 Update CHANGELOG.md 2019-02-08 13:32:58 +00:00
Richard Davey
17d56bd8ac Moved jsdoc comment to stop weird TS module generation 2019-02-08 13:08:32 +00:00
Richard Davey
f8c4252fcb Tweaked setTileScale arguments 2019-02-08 12:13:01 +00:00
Richard Davey
916a13cf9d resetKeys doc update. Fix #4345 2019-02-07 00:31:10 +00:00
Richard Davey
05e3520048 The Mesh.setAlpha method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343 2019-02-06 23:36:05 +00:00
Richard Davey
b09fa3f10e Preparing for 3.17 dev 2019-02-06 12:41:18 +00:00
Richard Davey
f9cb8972ab 3.16.1 (because, npm) 2019-02-05 00:49:42 +00:00
Richard Davey
0a4325dc97 Updated Change Log and ReadMe for release 2019-02-05 00:03:49 +00:00
Richard Davey
c616e32964 Update CHANGELOG.md 2019-02-04 23:28:51 +00:00
Richard Davey
eb9ed3463f Lots of namespace and jsdoc fixes 2019-02-01 18:02:58 +00:00
Richard Davey
ec7e062dd1 Updated Change Log 2019-02-01 13:32:59 +00:00
Richard Davey
5587b00fc5 Update CHANGELOG.md 2019-01-31 11:27:29 +00:00
Richard Davey
38639eecec Update CHANGELOG.md 2019-01-31 11:12:03 +00:00
Richard Davey
dbd3745b4a The AddToDOM method has had the overflowHidden argument removed. The DOM element the canvas is inserted into no longer has overflow: hidden applied to its style. If you wish to have this, please add it directly via CSS. 2019-01-30 22:46:29 +00:00
Richard Davey
a9d6951660 A Tween Timeline will now set it's internal destroy state _before_ calling either the onComplete callback or sending the COMPLETE event. This means you can now call methods that will change the state of the Timeline, such as play, during the callback handlers, where-as before doing this would have had the internal state changed immediately, preventing it 2019-01-30 15:49:08 +00:00
Richard Davey
44f4ac3598 Type def fix 2019-01-29 23:49:23 +00:00
Richard Davey
c2db34f660 SceneManager.getScenes is a new method that will return all current Scenes being managed by the Scene Manager. You can optionally return only active scenes and reverse the order in which they are returned in the array. 2019-01-29 01:03:56 +00:00
Richard Davey
e63b340f06 Update CHANGELOG.md 2019-01-28 13:40:52 +00:00
Richard Davey
3ee62e88e0 Update CHANGELOG.md 2019-01-25 17:29:53 +00:00
Richard Davey
9142260307 Texture filter mode is now based on game anti-alias setting. 2019-01-24 14:23:24 +00:00
Richard Davey
6d77884b92 Removed un-needed methods and reset keys on focus loss. Fix #4134 2019-01-24 11:55:34 +00:00
Richard Davey
4fea7f57f2 DataManager.pop would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186 2019-01-24 11:11:07 +00:00
Richard Davey
fac2efedc4 Container + List.sort scope fixed and custom handler option added. Fix #4241 2019-01-24 11:04:36 +00:00
Richard Davey
dc080c053d README URL fix 2019-01-24 09:37:47 +00:00
Richard Davey
cf2095f0c8 The Arcade Physics Body has a new property maxSpeed which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed and it is applied in the World.computeVelocity method 2019-01-24 00:26:29 +00:00
Richard Davey
60fbd9540e Update CHANGELOG.md 2019-01-23 23:49:08 +00:00
Richard Davey
510f9e8a60 Update CHANGELOG.md 2019-01-23 23:17:56 +00:00
Richard Davey
dd221f54a6 Update CHANGELOG.md 2019-01-23 23:10:51 +00:00
Richard Davey
67679f58f6 Return actual booleans from button checks and reset buttons to zero correctly. 2019-01-23 23:00:29 +00:00
Richard Davey
8111d8062e Pointer.up and Pointer.down now use a hasOwnProperty check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down 2019-01-23 22:34:48 +00:00
Richard Davey
2a478abb86 Update CHANGELOG.md 2019-01-23 22:03:49 +00:00
Richard Davey
9651d4dba1 New Input Manager process event. 2019-01-23 15:50:57 +00:00
Richard Davey
ea9678cc85 Removed TextStyle auto-quotes and added docs instead. 2019-01-22 14:02:25 +00:00
Richard Davey
4c24799eac Arcade Physics could trigger a collide event on a Body even if it performing an overlap check, if the onCollide property was true 2019-01-18 16:16:14 +00:00
Richard Davey
b73ba710ab Update CHANGELOG.md 2019-01-18 16:10:17 +00:00
Richard Davey
a151a02f2c The Scene transitionstart event is now dispatched by the Target Scene of a transition, regardless if the Scene has a create method or not. Previously, it was only dispatched if the Scene had a create method. 2019-01-18 12:06:43 +00:00
Richard Davey
33189b429f Update CHANGELOG.md 2019-01-17 18:38:39 +00:00
Richard Davey
44cff816ba Added all the Sound Events. 2019-01-17 17:20:54 +00:00
Richard Davey
99cd0259fe Spelling mistake fix. 2019-01-17 14:57:24 +00:00
Richard Davey
5494f6ac79 Arcade Physics Events 2019-01-17 14:04:36 +00:00
Richard Davey
8b9feb8a82 Added all of the Loader Events. 2019-01-17 13:04:26 +00:00
Richard Davey
25c1a5fe74 Added Texture Manager Events and moved 'ready' responsibility to it 2019-01-17 11:54:41 +00:00
Richard Davey
f9167d5fd5 Update CHANGELOG.md 2019-01-17 11:17:29 +00:00
Richard Davey
0297a6625c Added Data Manager events and fixed some jsdoc links 2019-01-16 10:16:31 +00:00
Richard Davey
e882218fc4 Renamed boot to core and updated events accordingly 2019-01-15 16:17:04 +00:00
Richard Davey
69ea6ed590 Update CHANGELOG.md 2019-01-15 14:37:46 +00:00
Richard Davey
79dc611b95 Quote the font family in Text objects. 2019-01-12 16:31:48 +00:00
Richard Davey
988d1a2922 Update CHANGELOG.md 2019-01-11 16:47:31 +00:00
Richard Davey
83752c9a99 Update CHANGELOG.md 2019-01-11 12:12:12 +00:00
Richard Davey
caca07699d Update CHANGELOG.md 2019-01-10 13:54:10 +00:00
Richard Davey
30dda882eb Matter.TileBody.setFromTileCollision no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes. 2019-01-08 11:50:21 +00:00
Richard Davey
a8708f26cd Update CHANGELOG.md 2019-01-06 23:36:16 +00:00
Richard Davey
6a361ba8ea Line.Extend is a new static function that allows you extend the start and/or end points of a Line by the given amounts. 2019-01-05 00:38:20 +00:00
Richard Davey
730c84e3e3 Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249 2019-01-04 16:34:59 +00:00
Richard Davey
566df734a0 MatterSprite would set its type property to be Image. It now sets it to be Sprite as it should do. 2019-01-04 14:16:10 +00:00
Richard Davey
439c644702 Fixed an API validation error in the chooseContext method. Fix #4248 2019-01-04 14:05:53 +00:00
Richard Davey
36f08d83e6 The processDomCallbacks method in the Input Manager wasn't correctly clearing the once arrays. Responsibility for this has now been passed to the queue methods queueTouchStart, queueTouchMove, queueTouchEnd, queueMouseDown, queueMouseMove and queueMouseUp. Fix #4257 2019-01-04 14:03:21 +00:00
Richard Davey
a6447cd6b0 Updated docs and change log 2019-01-04 13:33:56 +00:00
Sean Heber
92d47f197f
Fixed spelling errors and did some light editing 2019-01-03 16:51:23 -06:00
Richard Davey
a18c838058 Update CHANGELOG.md 2018-12-21 18:51:59 +00:00
Richard Davey
98c68b8595 Update CHANGELOG.md 2018-12-21 02:47:14 +00:00
Richard Davey
cb57425a34 The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188 2018-12-18 15:47:07 +00:00
Richard Davey
a2723249a3 CanvasTexture.destroy is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239 2018-12-18 15:21:24 +00:00
Richard Davey
68a87516dd Update CHANGELOG.md 2018-12-18 13:36:08 +00:00
Richard Davey
8ec71c7bd1 Update CHANGELOG.md 2018-12-18 12:12:52 +00:00
Richard Davey
3b1c578634 Update CHANGELOG.md 2018-12-18 11:39:08 +00:00
Richard Davey
7586f4df33 Update CHANGELOG.md 2018-12-13 13:10:18 +00:00
Richard Davey
ffd217dbdd Fixed size calculation and updated docs 2018-12-13 11:46:17 +00:00
Richard Davey
caad527b29 Added getData and putData methods. 2018-12-13 00:30:13 +00:00
Richard Davey
b8fbd0d2c0 keydown and keyup events now fire for every possible key, no matter if they exist in the KeyCodes list or not. 2018-12-12 16:50:04 +00:00
Richard Davey
17e7ddedf7 Update CHANGELOG.md 2018-12-12 13:15:04 +00:00
Richard Davey
af5b1f2427 StaticBody.reset in Arcade Physics would ignore the x and y values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 2018-12-12 12:39:47 +00:00
Richard Davey
cc55ee73cf Changing scaleX or scaleY on a MatterImage or MatterSprite would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 2018-12-12 12:07:16 +00:00
Richard Davey
cc2981d590 Update CHANGELOG.md 2018-12-12 11:56:13 +00:00
Richard Davey
9ee0535621 Update CHANGELOG.md 2018-12-12 11:10:31 +00:00
Richard Davey
744bcf4791 Update CHANGELOG.md 2018-12-12 11:09:06 +00:00
Richard Davey
d9f89fbde1 Fixed lint error, added docs. 2018-12-11 09:31:56 +00:00
Richard Davey
27c1426856 Updated earcut from 2.1.1 to 2.1.4. 2018-12-10 16:35:11 +00:00
Richard Davey
a62f01e97c Update CHANGELOG.md 2018-12-08 15:02:52 +00:00
Richard Davey
c3524b345f Added CanvasTexture.drawFrame method. 2018-12-08 13:10:55 +00:00
Richard Davey
9dd7d2d8aa Merge branch 'master' of https://github.com/photonstorm/phaser 2018-12-07 19:28:48 +00:00
Richard Davey
f1113358b8 Update CHANGELOG.md 2018-12-07 19:28:43 +00:00
Richard Davey
06c6b280e7 New global adshowerror handler and better event flow. 2018-12-07 04:29:18 +00:00
Richard Davey
2ed6c649a3 Swapped ad events placement. 2018-12-07 01:49:01 +00:00
Richard Davey
e672592aef Modified how ad placement loading works. 2018-12-07 01:39:30 +00:00
Richard Davey
e6f5d0144e Added Animation.chain method to queue an animation to start when the current one ends. 2018-12-06 15:57:52 +00:00
Richard Davey
96fab45ced Update CHANGELOG.md 2018-12-06 15:40:00 +00:00
Richard Davey
8955c50ab5 Update CHANGELOG.md 2018-12-06 14:47:29 +00:00
Richard Davey
bca8d9b0c9 Add Key capture information 2018-12-06 11:55:14 +00:00
Richard Davey
4174626b84 Update CHANGELOG.md 2018-12-05 16:07:51 +00:00
Richard Davey
2780babe10 Final Doc Jam merge 2018-12-03 15:16:23 +00:00
Richard Davey
6f8759c186 Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects. 2018-11-30 10:27:25 +00:00
Richard Davey
146745057a Utils.Array.MoveUp wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp. 2018-11-29 23:33:54 +00:00
Richard Davey
52cfd5b4d6 Update CHANGELOG.md 2018-11-29 13:44:53 +00:00
Richard Davey
f3488b0d7c Undid CSS background style 2018-11-28 15:51:31 +00:00
Richard Davey
171191e1d8 Added Camera centerOnX and centerOnY methods. 2018-11-28 13:24:29 +00:00
Richard Davey
f8cd23766e Update CHANGELOG.md 2018-11-28 13:13:46 +00:00
Richard Davey
30972f4528 Camera.getBounds is a new method that will return a rectangle containing the bounds of the camera. 2018-11-27 17:16:03 +00:00
Richard Davey
b0df6892b5 The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera. 2018-11-27 13:54:59 +00:00
Richard Davey
91e4a91c5a Added GetNearestPoint and GetShortestDistance methods 2018-11-27 00:42:37 +00:00
Richard Davey
2c78c22112 Geom.Intersects.PointToLine has a new optional argument lineThickness (which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square) 2018-11-26 23:28:07 +00:00
Richard Davey
a74616b090 Added getDistanceX and getDistanceY 2018-11-26 15:35:18 +00:00
Richard Davey
449c6a3ca5 Update CHANGELOG.md 2018-11-26 11:28:24 +00:00
Richard Davey
f51de18bb2 Updated docs and added quick bail-out clause 2018-11-26 11:27:02 +00:00
Richard Davey
93a76475ea The Input Plugin was emitting a preUpdate event, with the capital U, instead of preupdate. This has now been corrected. Fix #4185 2018-11-26 11:13:25 +00:00
Richard Davey
31e0f95954 Update CHANGELOG.md 2018-11-21 11:53:50 +00:00
Richard Davey
ab85d480a7 Added setState method. 2018-11-21 02:24:54 +00:00
Richard Davey
7c00bd4dc8 Added Pointer.velocity and Pointer.angle as they're so common for gesture calculations. 2018-11-20 17:03:22 +00:00
Richard Davey
f1fdc5dcf5 Changing TileSprite.width or TileSprite.height will now flag the texture as dirty and call updateDisplayOrigin, allowing you to resize TileSprites dynamically in both Canvas and WebGL. 2018-11-20 15:32:15 +00:00
Richard Davey
625955178e Updated docs 2018-11-20 12:45:47 +00:00
Richard Davey
c22edb548a Update CHANGELOG.md 2018-11-20 11:07:50 +00:00
Richard Davey
8cd45a72b2 ESLint fixes 2018-11-20 11:02:19 +00:00
Richard Davey
ec570a639d Update CHANGELOG.md 2018-11-20 10:33:09 +00:00
Richard Davey
274f86cc97 Update CHANGELOG.md 2018-11-20 10:31:26 +00:00
Richard Davey
e9274601a9 Update CHANGELOG.md 2018-11-20 10:21:06 +00:00
Richard Davey
319e4de0a1 Update CHANGELOG.md 2018-11-20 09:46:49 +00:00
Richard Davey
068ba0f7cd Update CHANGELOG.md 2018-11-19 15:31:09 +00:00
Richard Davey
51223c518a Added Graphics.fill and Graphics.stroke 2018-11-19 11:09:53 +00:00
Richard Davey
202c6c9c1a Added nextFrame and previousFrame to the Animation component 2018-11-16 14:34:09 +00:00
Richard Davey
eb5da1f26d Docs update 2018-11-16 10:56:43 +00:00
Richard Davey
f85a79c0d7 There is a new boolean Game Config property called customEnvironment. If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 2018-11-16 10:46:30 +00:00
Richard Davey
476a31093a onFocus and onBlur ignore if locked 2018-11-13 19:47:47 +00:00
Richard Davey
578158cfcb Updated docs 2018-11-13 17:04:31 +00:00
Richard Davey
fb768e6262 Update CHANGELOG.md 2018-11-13 15:27:46 +00:00
Richard Davey
9e36f80105 Update CHANGELOG.md 2018-11-13 15:15:43 +00:00
Richard Davey
7d202111f1 Update CHANGELOG.md 2018-11-13 10:31:44 +00:00
Richard Davey
34d12a643e Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-12 23:20:04 +00:00
Richard Davey
c75b233226 Update CHANGELOG.md 2018-11-12 23:19:53 +00:00
Richard Davey
38b11b8947 Update CHANGELOG.md 2018-11-12 23:01:34 +00:00
Richard Davey
5f92b05fd7 Added game config keyboard capture flag for global preventDefault handling. 2018-11-12 22:22:12 +00:00
Richard Davey
23cc8b84e3 Added getConnectedScores method 2018-11-12 17:15:00 +00:00
Richard Davey
0557ee071b Updated setScore handling 2018-11-12 12:38:18 +00:00
Richard Davey
511707e4a7 Update CHANGELOG.md 2018-11-07 16:16:50 +00:00
Richard Davey
979fc7341f The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3 Game Objects have a new property called state. 2018-11-07 15:11:59 +00:00
Richard Davey
e34d759928 Removed sortGameObjects and getTopGameObject methods 2018-11-01 12:12:06 +00:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
Richard Davey
7441ff90ae The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does. 2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd The data object being sent to the Dynamic Bitmap Text callback now has a new property parent, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth) 2018-10-25 14:10:12 +01:00
Richard Davey
7ca0edcdfc Update CHANGELOG.md 2018-10-24 15:26:31 +01:00
Richard Davey
d3b573a615 MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it. 2018-10-24 14:08:49 +01:00
Richard Davey
7bfd213b0d Update CHANGELOG.md 2018-10-23 17:47:59 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8 Added new jsdocs 2018-10-22 12:12:31 +01:00
Richard Davey
2180b1fe58 Update CHANGELOG.md 2018-10-19 18:32:14 +01:00
Richard Davey
aafac3df06 Update CHANGELOG.md 2018-10-19 16:14:54 +01:00
Richard Davey
ec443cce01 Update CHANGELOG.md 2018-10-19 15:33:47 +01:00
Richard Davey
73678526ce Update CHANGELOG.md 2018-10-19 13:50:39 +01:00
Richard Davey
f639091a01 Update CHANGELOG.md 2018-10-19 13:32:40 +01:00
Richard Davey
c9a4a240f8 The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list 2018-10-19 13:08:05 +01:00
Richard Davey
b52c63fe10 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-10-19 12:32:48 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Richard Davey
c9b7ce3938 The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method. 2018-10-18 22:04:41 +01:00
Richard Davey
61f74a2fc6 The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly. 2018-10-17 15:15:46 +01:00
Richard Davey
61008f4eda 3.15.1 Release 2018-10-16 16:24:43 +01:00
Richard Davey
017140f49a Update CHANGELOG.md 2018-10-16 15:24:02 +01:00
Richard Davey
daee448528 Updated change log 2018-10-16 11:45:07 +01:00
Richard Davey
24837c4312 Updated log 2018-10-12 18:32:42 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
3e9cc42f49 Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices. 2018-10-10 13:41:47 +01:00
Richard Davey
1025362781 Updated log 2018-10-08 17:03:06 +01:00
Richard Davey
8994d8f13e CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. 2018-10-05 18:30:00 +01:00
Richard Davey
4d13702c33 The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 2018-10-05 16:27:42 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2 Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off 2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742 Preparing for 3.15 dev 2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7 3.14 Release 2018-10-01 14:44:42 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
Richard Davey
56c26cfd18 Updated log 2018-09-29 11:21:48 +01:00
Richard Davey
38cacfd9f7 Added new jsdocs 2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9 Added new jsdocs 2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d Completed DynamicTilemapLayer jsdocs 2018-09-28 14:46:31 +01:00
Richard Davey
43067aa30e Completed Tilemap class docs 2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d Added jsdocs. 2018-09-28 12:45:01 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
818a28073f Added jsdocs 2018-09-28 11:04:19 +01:00
Richard Davey
24fdcb5ffd New docs 2018-09-28 10:32:58 +01:00
Richard Davey
3944e580cc Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames 2018-09-27 16:49:52 +01:00
Richard Davey
5ad4c8dc2b All of the Animation Events now pass the Game Object as the final argument, this includes animationstart, animationrestart, animationrepeat, animationupdate and animationcomplete. 2018-09-27 15:55:16 +01:00
Richard Davey
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
c2f77a858b Updated log 2018-09-27 13:09:47 +01:00
Richard Davey
aff073a6c0 Updated log 2018-09-27 12:12:33 +01:00
Richard Davey
e5e8f84e96 Updated log 2018-09-27 11:47:56 +01:00
Richard Davey
bed4abc8ed Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats 2018-09-27 00:41:11 +01:00
Richard Davey
8cc7650f8c Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call. 2018-09-26 17:15:22 +01:00
Richard Davey
32bd01daba If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 2018-09-26 16:49:18 +01:00
Richard Davey
6fef0fb57e The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058 2018-09-26 16:36:45 +01:00
Richard Davey
849de9020c Updated log 2018-09-26 16:32:48 +01:00
Richard Davey
b4e59405b4 Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026 2018-09-26 16:18:44 +01:00
Richard Davey
c0e5197f7c Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037 2018-09-26 16:07:32 +01:00
Richard Davey
94d21da3ca The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 2018-09-26 15:27:19 +01:00
Richard Davey
e9417825f0 Updated change log 2018-09-26 14:15:45 +01:00
Richard Davey
eb09c35056 The poly-decomp library, as used by Matter.js, has been updated to 0.3.0. 2018-09-26 11:08:55 +01:00
Richard Davey
684838aabe Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'. This update also impacts the Polygon Shape object, which can now also take this format as well. 2018-09-26 11:01:48 +01:00
Richard Davey
ef3f6c0348 The Shape.Line object was missing a lineWidth property unless you called the setLineWidth method, causing the line to not render in Canvas only. Fix #4068 2018-09-26 09:33:09 +01:00
Richard Davey
2985a97c56 TileSet.getTileData() has been updated so it will return tile data from either Tiled 1.1.x or the new Tiled 1.2.x JSON structure. Fix #3998 2018-09-25 16:20:34 +01:00
Richard Davey
600b226337 Updated log 2018-09-25 16:12:15 +01:00
Richard Davey
37d7b7b32d The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049 2018-09-25 15:54:13 +01:00
Richard Davey
df8c0d8673 Calling Tilemap.renderDebug ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061 2018-09-25 15:37:46 +01:00
Richard Davey
41920b07cc Tilemap.setBaseTileSize now sets the size into the LayerData baseTileWidth and baseTileHeight properties accordingly. Fix #4057 2018-09-25 15:19:57 +01:00
Richard Davey
2812bff0ee Sprites now have preDestroy method, which is called automatically by destroy. The method destroys the Animation component, unregistering the remove event in the process and freeing-up resources. Fix #4051 2018-09-25 15:11:15 +01:00
Richard Davey
e94d92518d GameObjects added to and removed from Containers no longer listen for the shutdown event at all 2018-09-25 15:00:23 +01:00
Richard Davey
89b9f42f3e Adding jsdocs 2018-09-24 23:20:43 +01:00
Richard Davey
f869794346 Preparing for 3.14 work 2018-09-20 17:20:26 +01:00
Richard Davey
28d3336bd3 Updated change log and readme 2018-09-20 16:57:25 +01:00
Richard Davey
cd0bc6ae58 Updated log 2018-09-20 14:13:24 +01:00
Richard Davey
0646843d49 Updated log and docs 2018-09-19 14:13:55 +01:00
Richard Davey
9b812f8394 Calling setFrame on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039 2018-09-18 11:18:00 +01:00
Richard Davey
754fc4f622 RenderTexture.resize wouldn't correctly resize the texture under WebGL. Fix #4034 2018-09-17 11:48:34 +01:00
Richard Davey
5ec26fa62d Cameras now emit prerender and postrender events if they are set to render to textures. 2018-09-14 15:53:06 +01:00
Richard Davey
e92a01985e If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033 2018-09-14 14:48:53 +01:00
Richard Davey
78874b6d78 Updated the change log 2018-09-14 14:03:44 +01:00
Richard Davey
2102653416 Updated change log 2018-09-14 12:33:27 +01:00
Richard Davey
b8302a7f08 Updated log 2018-09-14 10:36:24 +01:00
Richard Davey
aeda1c042b If a Scene is already active (i.e. running) and you call start on it (such as from another Scene) then it will shutdown the Scene first, before starting it again. 2018-09-13 16:32:02 +01:00
Richard Davey
5e6f52a0f7 Updated log 2018-09-13 13:31:03 +01:00
Richard Davey
1db44806ed Updated log 2018-09-13 09:30:32 +01:00
Richard Davey
37d5de50cc Updated log 2018-09-12 16:30:07 +01:00
Richard Davey
0a152949cb Added setLineSpacing method and docs. 2018-09-12 16:29:38 +01:00
Richard Davey
a418995c15 Fixed jsdoc versions and updated them for #4019 2018-09-12 15:34:48 +01:00
Richard Davey
6d7ca32e6d Game Objects would not remove themselves from the Scene's shutdown event handler when destroyed, leading to a build-up over time 2018-09-12 15:06:13 +01:00
Richard Davey
0436f1ff6d If you flagged a Tween as paused in its config, never started it, and then called Tween.stop it wouldn't ever be removed from the _pending array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023 2018-09-12 14:54:08 +01:00
Richard Davey
b1771a17dd Updated InputPlugin event specificity flow and added stopPropagation support 2018-09-12 12:38:08 +01:00
Richard Davey
4d05e5ce7d Updated change log 2018-09-10 20:44:28 +01:00
Richard Davey
0350e0d078 Updated change log 2018-09-10 11:29:35 +01:00
Richard Davey
dedc939fdd initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified. 2018-09-05 11:19:02 +01:00
Richard Davey
dff9bdef9f The Graphics Canvas Renderer will now automatically call beginPath on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames. 2018-09-04 23:33:38 +01:00
Richard Davey
8216c11143 Updated log 2018-09-04 22:45:30 +01:00
Richard Davey
5b98386677 Calling Text.setStyle would make the Text vanish if you didn't provide a resolution property in the style configuration object. Calling setStyle now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011 2018-09-04 22:43:25 +01:00
Richard Davey
03aeaefe21 Preparing for 3.13 development 2018-09-04 16:01:42 +01:00
Richard Davey
cb1c6f614d Preparing for 3.12 release 2018-09-04 15:42:10 +01:00
Richard Davey
382d6ae687 Updated log 2018-09-04 14:12:51 +01:00
Richard Davey
7c55e65543 Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987 2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f Arcade Physics World collideSpriteVsTilemapLayer now syncs the collision results back to the body, allowing you to call collide from within an update loop once again. Fix #3999 2018-09-04 12:12:51 +01:00
Richard Davey
a1610fd9d7 Log updated 2018-09-03 13:13:37 +01:00
Richard Davey
a2dc7929dc Updated log 2018-09-01 10:22:03 +01:00
Richard Davey
d586483dc3 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-01 01:48:30 +01:00
Richard Davey
cdd75f85a2 Updated log 2018-09-01 01:47:00 +01:00
Richard Davey
0a4fc5b026 Calling setTimeScale on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite. 2018-08-31 18:45:50 +01:00
Richard Davey
ecae9d0503 The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 2018-08-31 13:27:24 +01:00
Richard Davey
1f859208ea Updated log 2018-08-29 16:35:18 +01:00
Richard Davey
00b9da47d5 Updated log 2018-08-29 16:12:05 +01:00
Richard Davey
7041bd99ec The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984 2018-08-29 11:57:30 +01:00
Richard Davey
cbfc208e5b Updated log 2018-08-24 23:58:38 +01:00
Richard Davey
ca783182bf Updated change log 2018-08-23 18:11:29 +01:00
Richard Davey
0e27dc33e4 When a Sprite3D object is added to a Camera via Camera.add it is now added to the Display and Update Lists. Fix #3945 2018-08-23 15:53:33 +01:00
Richard Davey
fc51f3a2db Updated log and added plugin readme 2018-08-23 15:44:53 +01:00
Richard Davey
a8b649cf98 Log update 2018-08-23 12:36:35 +01:00
Richard Davey
5443f9cf5a Fixed the way the arc overshoot works. 2018-08-23 12:31:55 +01:00
Richard Davey
144cfaff8f Previously the Input Manager would create a Touch handler unless the Game Config had input.touch set to false (the default was true). If no such property is set, it no longer defaults to true and instead is set to whatever Device.input.touch returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two. 2018-08-22 17:01:21 +01:00
Richard Davey
dc868f8368 You can now resize SVG files during load, before they are rendered to textures.
Also added scale support and fixed some viewBox settings (#3941)
2018-08-22 15:43:09 +01:00
Richard Davey
65fb366ecd Matter updated to 0.14.2. Fix #3929 2018-08-22 14:01:35 +01:00
Richard Davey
0dccc3a510 Updated jsdocs. Fix #3849 2018-08-21 23:48:03 +01:00
Richard Davey
2dfe321d67 The getPixelAlpha and getPixel methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 2018-08-21 23:25:08 +01:00
Richard Davey
198f353c9a The default Container Blend Mode is now SKIP_TEST. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 2018-08-21 22:07:35 +01:00
Richard Davey
01290afda9 A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method. 2018-08-21 21:54:38 +01:00
Richard Davey
55c2de28b7 Updated log 2018-08-21 18:03:52 +01:00
Richard Davey
a98b3c3b15 In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951 2018-08-21 15:55:39 +01:00
Richard Davey
a7bbbb657d Updated log 2018-08-21 15:40:40 +01:00
Richard Davey
3cc17f5c97 The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND) and don't provide a seed for it 2018-08-21 14:06:41 +01:00
Richard Davey
0eef6f1bb9 Updated scroll factor docs to clarify impact on physics bodies #3810 2018-08-20 19:19:53 +01:00
Richard Davey
761415f051 Updated log 2018-08-20 18:46:10 +01:00
Richard Davey
27c3cc30ac Previously, changing a Text object by setting its text property directly wouldn't change the text being rendered as using setText was the expected way to change what was being displayed. Internally the text property has been renamed to _text and flagged as private, and a new getter / setter for text has been added, which hands over to the setText method, meaning you can now use both ways of setting the text. Fix #3919 2018-08-20 17:41:05 +01:00
Richard Davey
818fbb05c7 Updated log 2018-08-20 16:42:27 +01:00
Richard Davey
661070ec6a Updated log 2018-08-18 16:46:03 +01:00
Richard Davey
4bdb0de312 The Arcade Physics Body.speed property is now set whenever you set the velocity via setVelocity or setVelocityX or setVelocityY which stops the body velocity being reset to zero if useDamping is enabled. Fix #3888 2018-08-08 17:31:22 +01:00
Richard Davey
764de08ff4 Camera.ignore can now take nested-arrays of Game Objects and also supports both Groups and Containers. 2018-08-08 16:46:14 +01:00
Richard Davey
452a364c0b Updated log 2018-08-08 01:33:39 +01:00
Richard Davey
9af64d02ad Updated log 2018-08-07 16:25:20 +01:00
Richard Davey
2d91d4a26b You can now access the Game instance directly from a Scene using this.game 2018-08-07 11:19:20 +01:00
Richard Davey
26cc84522d The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:29:27 +01:00
Richard Davey
fbb67ac201 The CanvasRenderer.DrawImage function has been removed, as has the associated drawImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:24:51 +01:00
Richard Davey
702e738ffc When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels value to clamp the tile coordinates. 2018-08-06 14:16:36 +01:00
Richard Davey
50821c29ac Updated jsdocs 2018-08-06 13:45:56 +01:00
Richard Davey
86965c28e4 The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893 2018-08-06 13:31:27 +01:00
Richard Davey
41c9f8b1e1 Docs update 2018-08-06 00:41:34 +01:00
Richard Davey
c2782d89ca Updated log. 2018-08-03 19:31:02 +01:00
Richard Davey
c6cb0edf60 Updated log. 2018-08-03 19:17:17 +01:00
Richard Davey
ca68904953 The Canvas Renderer has a new batchSprite method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers. 2018-08-03 18:53:50 +01:00
Richard Davey
c98f5edc23 Added resetCropObject method to cut down on duplicate code. 2018-08-03 18:50:36 +01:00
Richard Davey
b65cf0647b New Crop Game Object component. 2018-08-03 18:49:10 +01:00
Richard Davey
8c842f67de Phaser.Utils.String.UUID will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well. 2018-08-03 18:47:27 +01:00
Richard Davey
fc0dc13930 Removed use of currentBlendMode and currentAlpha 2018-08-03 01:53:51 +01:00
Richard Davey
9f44896a3f The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list. 2018-08-03 01:29:18 +01:00
Richard Davey
31421ee00a The CullTiles updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled. 2018-08-03 00:40:56 +01:00
Richard Davey
eff01adbc9 Added divide argument to the Snap methods. 2018-08-03 00:34:11 +01:00
Richard Davey
c4c8b9e6ea Added copyToContext method 2018-08-02 17:23:52 +01:00
Richard Davey
2a66e01577 Added source property so we can purge TSs based on origin 2018-08-02 16:16:46 +01:00
Richard Davey
51163e6d4e If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time. 2018-08-02 15:58:36 +01:00
Richard Davey
7566236d9b Added isRenderTexture property. 2018-08-02 12:34:57 +01:00
Richard Davey
3efc800bf7 Use global string to cut down on size a little. 2018-08-02 12:33:48 +01:00
Richard Davey
7ebf5766e8 Added docs for blankTexture and setBlankTexture. 2018-08-01 13:23:03 +01:00
Richard Davey
73524df816 The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system. 2018-08-01 13:18:28 +01:00
Richard Davey
030911cf60 Log update 2018-07-31 23:22:45 +01:00
Richard Davey
7313573161 The ParticleEmitterManager now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL. 2018-07-31 23:21:07 +01:00
Richard Davey
c3cc4317dd Particle.color has been removed as it's now calculated during rendering to allow for Camera alpha support. 2018-07-31 23:18:49 +01:00
Richard Davey
bc40830f00 Log update 2018-07-31 17:10:46 +01:00
Richard Davey
f26f78f0fe Updated log 2018-07-31 11:53:02 +01:00
Richard Davey
fa2b78192c The CameraManager was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878 2018-07-31 11:34:59 +01:00
Richard Davey
7e73024d83 Added new noReturn destroy boolean for when you absolutely want to nuke the site from orbit. 2018-07-31 10:29:11 +01:00
Richard Davey
3d23013b86 Body setSize changes to fix #3863 PR 2018-07-31 09:39:22 +01:00
Richard Davey
e799a0557a Updated log 2018-07-31 09:31:13 +01:00
Richard Davey
a8b605f42d Zone now calls updateDisplayOrigin in its constructor, causing the displayOriginX and displayOriginY values to now be correct if you create a Zone and then don't resize it. Fix #3865 2018-07-29 12:34:21 +01:00
Richard Davey
2889d68f93 Updated change log 2018-07-29 12:24:14 +01:00
Richard Davey
b30e4185b9 Updated log 2018-07-27 11:19:26 +01:00
Richard Davey
1abe90433f Updated log and docs 2018-07-27 02:49:05 +01:00
Richard Davey
6163340f58 Updated log 2018-07-27 00:53:07 +01:00
Richard Davey
a3c4c60519 Log update. 2018-07-26 16:34:13 +01:00
Richard Davey
c65e7dc5fa Updated log 2018-07-25 23:00:36 +01:00
Richard Davey
e2517486a1 Updated log 2018-07-23 15:52:55 +01:00
Richard Davey
9df7fbaa68 Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854 2018-07-23 13:29:39 +01:00
Richard Davey
09bee35693 Updated log 2018-07-23 01:53:48 +01:00
Richard Davey
2c7280a2c0 Updated log 2018-07-23 01:39:37 +01:00
Richard Davey
2a008e6713 FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now) 2018-07-19 13:21:51 +01:00
Richard Davey
ec5bd1912e GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases. 2018-07-19 13:19:02 +01:00
Richard Davey
1d697b1371 Updated log 2018-07-19 00:42:37 +01:00
Richard Davey
ab35dfab95 The setCrop method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue 2018-07-19 00:18:09 +01:00
Richard Davey
20f1b37256 eslint fix and log update 2018-07-18 15:06:56 +01:00
Richard Davey
b6a1033dbd Fixed Camera FX for scaled camera sizes 2018-07-18 15:03:06 +01:00
Richard Davey
14ba51d928 Added Text.setResolution methods. 2018-07-18 14:45:10 +01:00
Richard Davey
1b9f5dc76d Updated change log 2018-07-18 14:32:55 +01:00
Richard Davey
e29671282b Updated change log 2018-07-17 22:44:28 +01:00
Richard Davey
73292c892a Updated change log 2018-07-16 15:16:29 +01:00
Richard Davey
05e6f65d51 3.11 Release 2018-07-13 11:37:57 +01:00
Richard Davey
9a82bd33e5 Updated change log 2018-07-13 11:14:29 +01:00
Richard Davey
944ca91e85 Updated log 2018-07-13 08:30:57 +01:00
Richard Davey
b4ddd44105 Added cullCallback support - the final step in culling. Don't like ours? Roll your own! 2018-07-12 17:06:36 +01:00
Richard Davey
8981cf4a03 Swapped from vec2 to explicit values for cullPadding 2018-07-12 16:51:54 +01:00
Richard Davey
b03d3ff783 Added support for cull padding 2018-07-12 16:44:36 +01:00
Richard Davey
52f50028c3 Updated change log 2018-07-12 16:32:36 +01:00
Richard Davey
7ea53767cd Updated change log 2018-07-12 16:13:00 +01:00
Richard Davey
049f59da70 Updated log and packages 2018-07-12 01:14:52 +01:00
Richard Davey
872788db1e Updated info 2018-07-11 17:20:13 +01:00
Richard Davey
e588ccc321 Updated log 2018-07-11 16:25:03 +01:00
Richard Davey
82b15c8695 Removed drawEmitterManager and moved to emitter render function 2018-07-11 14:40:36 +01:00
Richard Davey
497fa1f2ff Added copyFromArray method 2018-07-11 12:36:49 +01:00
Richard Davey
cced09bad6 Added Pointer.prevPosition and getInterpolatedPosition method 2018-07-11 12:34:00 +01:00
Richard Davey
14354fd151 Added deprecation warning 2018-07-10 17:18:08 +01:00
Richard Davey
9c9e9cecbb Updated log and lint fixes 2018-07-10 16:49:53 +01:00
Richard Davey
f813c3a4e3 Updated log 2018-07-10 16:34:29 +01:00
Richard Davey
469f6b6880 TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix. 2018-07-10 14:01:14 +01:00
Richard Davey
4d5eb4755b Updated log 2018-07-09 23:02:31 +01:00
Richard Davey
6560f51699 Added jsdocs and updated change log 2018-07-09 22:35:48 +01:00
Richard Davey
a3803a286f Fixed origin addition post-scale 2018-07-09 16:17:52 +01:00
Richard Davey
91a48c30c4 GetBitmapTextSize, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) 2018-07-09 16:06:36 +01:00
Richard Davey
17653fcf7d BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771 2018-07-09 14:26:45 +01:00
Richard Davey
cd508ab3f1 The ScenePlugin will now queue all of the following ops with the Scene Manager: start, run, pause, resume, sleep, wake, switch and stop. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. 2018-07-09 14:08:55 +01:00
Richard Davey
84c7960a48 The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161 2018-07-09 13:42:33 +01:00
Richard Davey
ecd99869bd Explained mask positioning better in docs. Fix #3770 2018-07-08 23:38:13 +01:00
Richard Davey
cb7510b2e5 Updated log 2018-07-08 23:19:33 +01:00
Richard Davey
8b13631107 Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust. 2018-07-06 19:35:46 +01:00
Richard Davey
6aa1526ea9 Graphics.arc has a new optional argument overshoot. This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798 2018-07-06 17:15:46 +01:00
Richard Davey
a64d747c98 clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809 2018-07-06 16:34:11 +01:00
Richard Davey
1931716da3 Exposed isTinted bool 2018-07-06 16:22:42 +01:00
Richard Davey
901a75d053 setCrop will accept numbers or a Rectangle object 2018-07-06 12:57:42 +01:00
Richard Davey
f195a09530 Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned. 2018-07-05 23:54:51 +01:00
Richard Davey
f3a446797d Added new TextureCrop component 2018-07-05 13:06:28 +01:00
Richard Davey
43fc988034 Moved crop UV handler to the Frame method. Cleaner and easier. 2018-07-04 15:18:08 +01:00
Richard Davey
ee8c1b403a Fixed cropping with flipped images 2018-07-04 14:50:26 +01:00
Richard Davey
4b0ed8a0da Merge branch 'master' of https://github.com/photonstorm/phaser 2018-07-03 00:14:28 +01:00
Richard Davey
c82c09914e Updated UV values 2018-07-02 23:51:42 +01:00
Chris Andrew
3360825ec3 Fixed minor change log typos. 2018-07-02 23:10:16 +01:00
Richard Davey
a02d5ffdc8 Updated change log 2018-07-02 16:44:32 +01:00
Richard Davey
cf008e612c Added e and f properties and multiplyWithOffset and copyFrom 2018-07-02 15:33:54 +01:00
Richard Davey
8a7ead03a8 Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor. 2018-07-02 13:43:35 +01:00
Richard Davey
390ae5f683 Update 2018-07-02 13:32:20 +01:00
Richard Davey
fe61cfe2d1 You can now set the WebGL batch size in the Game Config via the property batchSize. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls. 2018-07-02 12:33:46 +01:00
Richard Davey
b57d94ae33 Typo fixes 2018-06-29 01:07:14 +01:00
Richard Davey
f97ce72e16 Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797 2018-06-28 14:17:04 +01:00
Richard Davey
217779604c Added tileScaleX and tileScaleY support for Tile Sprites 2018-06-28 12:59:27 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
1bfe58ab55 remove can take an array of cameras and also no longer needs total to be > 0 2018-06-27 13:03:40 +01:00
Richard Davey
183f5c4260 CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set. 2018-06-27 12:45:54 +01:00
Richard Davey
f2b7fd0a32 Removed the cameraX properties because they fall out of sync on camera remove 2018-06-27 12:13:37 +01:00
Richard Davey
da2b91b460 ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 2018-06-27 11:31:51 +01:00
Richard Davey
d02d6532fd TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789 2018-06-27 11:20:21 +01:00
Richard Davey
0fdeec2e26 Updated docs 2018-06-26 17:43:05 +01:00
Richard Davey
c2fbad8356 Added jsdocs. Now 100% complete! 2018-06-26 17:24:51 +01:00
Richard Davey
f1190529d2 ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776 2018-06-26 16:35:45 +01:00
Richard Davey
b95f980023 Added in data object passing to all relevant methods #3748 2018-06-26 16:08:14 +01:00
Richard Davey
bb7b99a4db Updated log and formatting 2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc Camera.alpha (and its related method Camera.setAlpha) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game. 2018-06-25 17:35:36 +01:00
Richard Davey
51468fdefc Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-25 16:25:42 +01:00
Richard Davey
d20188b75d Removed camera pool, renamed current ID and added accessor properties 2018-06-25 16:10:50 +01:00
Richard Davey
0c55745206 Updated log 2018-06-25 16:06:31 +01:00
Chris Andrew
3b3005926a Updated change log. 2018-06-24 00:55:57 +01:00
Richard Davey
6df877cfa3 Docs update 2018-06-23 12:33:20 +01:00
Richard Davey
472df6a7be Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets. 2018-06-21 15:54:54 +01:00
Richard Davey
2ff6845360 Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 2018-06-21 14:03:31 +01:00
Richard Davey
3e3b0d6397 Fixed issue where negative camera bounds wouldn't clamp properly 2018-06-21 12:33:20 +01:00
Richard Davey
2c8c4c7a16 Bob.setFrame didn't actually set the frame on the Bob, now it does. Fix #3774 2018-06-20 19:33:59 +01:00
Richard Davey
8fadf99c85 Updated change log 2018-06-20 17:52:23 +01:00
Richard Davey
7d573a35eb Added Camera.setDeadzone method, updated startFollow and added jsdocs. 2018-06-20 14:26:36 +01:00
Richard Davey
d15ac52f02 Updated log 2018-06-19 23:37:08 +01:00
Richard Davey
f1fe131e56 Tidying up Render Texture to make it more useful 2018-06-19 14:14:37 +01:00
Richard Davey
62661b46fb Updated rounded rect functions 2018-06-19 13:17:38 +01:00
Richard Davey
56df2ea829 Updated change log 2018-06-19 12:40:29 +01:00
Richard Davey
e5fbcd5574 Calling Tween.play on a tween created via TweenManager.create wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 2018-06-19 12:28:29 +01:00
Richard Davey
28851ff69b Use hyphens instead of underscores. Fix #3751 2018-06-14 13:30:33 +01:00
Richard Davey
52d04ee5f9 The LoaderPlugin didn't emit the filecomplete event if any of files failed to load, causing it to fail to run the Scene create function as well. Fix #3750 2018-06-14 13:23:15 +01:00
Richard Davey
62deef81d8 Preparing for 3.11.0 development 2018-06-13 15:51:07 +01:00
Richard Davey
6456ef10a6 Touch pointer total fix
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
16f61b402b 3.10 Release 2018-06-13 09:00:40 +01:00
Richard Davey
641abd300b Updated the change log 2018-06-12 16:21:44 +01:00
Richard Davey
6dba00a9a7 Updated change log 2018-06-12 13:15:07 +01:00
Richard Davey
5313343730 Pointers capped at 10 max. 2018-06-11 13:39:28 +01:00
Richard Davey
e6e33f5e21 Added Game.isOver and mouseover and mouseout events. 2018-06-11 12:32:25 +01:00
Richard Davey
c24f3b8fdb Updated change log 2018-06-11 11:54:09 +01:00
Richard Davey
0b8915520b Added eslint rules. Fixed incorrect ES6 use. 2018-06-11 09:05:52 +01:00
Richard Davey
4304811dde Added new Pixel Perfect input handler and makePixelPerfect method. 2018-06-08 17:50:47 +01:00
Richard Davey
680d34b3c4 Convert Gamepad Manager to an Input Plugin 2018-06-08 16:17:58 +01:00
Richard Davey
02554984fe Removed KeyboardManager and replaced with KeyboardPlugin
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
43fd10bbc1 ScenePlugin.run is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started. 2018-06-08 15:07:00 +01:00
Richard Davey
a2c20a9aa7 lint fixes 2018-06-05 01:08:32 +01:00
Richard Davey
c0ac1259ea Significant Data Manager overhaul.
Adds in values property, removes redundant functions, streamlines the event flow, adds features to the get and set handlers.
2018-06-05 01:01:13 +01:00
Richard Davey
a0e4a07920 In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 2018-06-04 22:29:58 +01:00
Richard Davey
dced3a2090 Updated log. 2018-06-04 22:15:05 +01:00
Richard Davey
719a2eedca Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 2018-06-04 21:04:27 +01:00
Richard Davey
a804d7fc75 Formatting fixes. 2018-06-04 17:26:47 +01:00
Richard Davey
8aacb7fe77 Typo 2018-06-04 17:13:38 +01:00
Richard Davey
6092088afc Updated change log. 2018-06-04 17:03:38 +01:00
Richard Davey
699951bc40 Updated change log 2018-06-04 16:49:17 +01:00
Richard Davey
ecfbea8bd4 Updated change log. 2018-06-04 15:19:32 +01:00
Richard Davey
130ab75c74 Updated change log 2018-06-04 13:24:55 +01:00
Richard Davey
e7fec396e1 If a Body collides with a Static Body it will now set the blocked properties accordingly 2018-06-03 21:17:33 +01:00
Richard Davey
e3e4130a15 Updated log 2018-06-03 17:08:16 +01:00
Richard Davey
fb817833a5 Updated change log 2018-06-02 12:45:34 +01:00
Richard Davey
95826aa95f Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-01 19:19:21 +01:00
Richard Davey
2a4e6ae56e Updated log with Arcade Physics changes 2018-06-01 19:19:18 +01:00
Chris Andrew
4750e92be4 Fixed a method signature issue with the Animation component's 'remove' event handler.
This prevented removed animations from stopping correctly, when they were removed from the AnimationManager.
2018-06-01 14:37:15 +01:00
Richard Davey
2dc7f1dc4e Updated change log 2018-06-01 00:06:05 +01:00
Chris Andrew
b2ef86534e Updated change log. 2018-05-31 18:05:54 +01:00
Chris Andrew
ee6f48b10c Fixed an incorrect usage of Math.abs() in Quaternion.calculateW() (thanks @qxzkjp). 2018-05-31 18:05:31 +01:00
Chris Andrew
fb55b9bb44 Updated change log. 2018-05-31 17:44:22 +01:00
Richard Davey
f45ab89f8d The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 2018-05-31 16:57:30 +01:00
Richard Davey
20e21ff5ac Rectangle.RandomOutside is a new function that takes two Rectangles, outer and inner, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle. 2018-05-31 14:07:39 +01:00
Richard Davey
a739be27a1 RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time 2018-05-29 12:07:40 +01:00
Richard Davey
a7da8dc28f The Canvas RenderTexture drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 2018-05-29 11:50:23 +01:00
Richard Davey
d2981a8576 Preparing for 3.10 dev work 2018-05-25 00:21:01 +01:00
Richard Davey
23d3fe3774 3.9.0 Release 2018-05-24 23:42:40 +01:00
Richard Davey
6cfc5d49e7 The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 2018-05-24 23:17:33 +01:00
Richard Davey
3d9da060c5 Camera.shake would not effect dynamic tilemap layers. Fix #3669 2018-05-24 23:02:59 +01:00
Richard Davey
7d692bc7dc Added Camera.followOffset property and helper methods setLerp and setFollowOffset. 2018-05-24 17:30:28 +01:00
Richard Davey
f8cda698e4 Added Camera.lerp and implemented linear interpolation when following targets 2018-05-24 15:29:38 +01:00
Richard Davey
57c2ccbf5e Formatting fix and doc update 2018-05-24 14:03:29 +01:00
Richard Davey
35a5a6d2da updated change log 2018-05-24 13:49:51 +01:00
Richard Davey
68303622f2 Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 2018-05-23 15:17:26 +01:00
Richard Davey
6eea9db9b2 jsdoc fixes. FIx #3694 2018-05-23 15:04:54 +01:00
Richard Davey
63bb14c37c Log update 2018-05-23 14:58:44 +01:00
Richard Davey
b6768f8a0f Added contributor 2018-05-22 23:23:01 +01:00
Richard Davey
8aa116ca4b The dragend event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 2018-05-22 21:24:50 +01:00
Richard Davey
de8462efed Added default values and tidied up docs a little 2018-05-22 16:19:18 +01:00
Richard Davey
a9cbf23b4e Log update 2018-05-22 16:13:05 +01:00
Richard Davey
457ab68ef4 Container updated to use preDestroy and remove event hooks 2018-05-22 16:02:28 +01:00
Richard Davey
0b1d32b571 New registerFileType argument, new Global Plugin mapping and createEntry method
* PluginManager.registerFileType has a new property `addToScene` which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
* PluginManager.install has a new property `mapping`. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
* PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
2018-05-18 18:43:27 +01:00
Richard Davey
56888fd5db Game will now auto-focus and prevent focus loss for the keyboard when clicking away and back again
* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
2018-05-18 17:37:45 +01:00
Richard Davey
7c28a7bd08 Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob, plus JSDocs completed. 2018-05-18 14:44:25 +01:00
Richard Davey
9429a28574 The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 2018-05-18 13:16:17 +01:00
Richard Davey
ef2b8d68b6 setInteractive now works on non-zero sized Containers. Sorting fixed. 2018-05-18 12:48:12 +01:00
Richard Davey
919676ae10 PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 2018-05-17 12:16:14 +01:00
Richard Davey
b4f371edc5 Preparing for 3.9 dev 2018-05-16 22:05:25 +01:00
Richard Davey
0d0846a415 Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this. 2018-05-16 15:17:08 +01:00
Richard Davey
dfc3cb92c0 3.8.0 Release 2018-05-16 15:08:01 +01:00
Richard Davey
26faa58ad7 Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a getBounds on a nested container to fail. Fix #3624 2018-05-15 16:23:33 +01:00
Richard Davey
5b0cb0faf3 All Game Objects have a new method setRandomPosition which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size. 2018-05-15 15:58:53 +01:00