Richard Davey
3c29f694ed
Removed unused var
2024-09-05 09:46:55 +01:00
Richard Davey
57df739a68
Removed unused imports
2024-09-05 09:45:56 +01:00
Richard Davey
f5b4691166
Fixed illegal use of destructuring.
2024-09-05 09:44:54 +01:00
Richard Davey
dfe3ec3aba
Fixed lint errors and lines redeclaration
2024-09-05 09:39:51 +01:00
Richard Davey
45d2d6f939
Tidied up and renamed the new depth ordering functions
2024-09-05 09:37:37 +01:00
Richard Davey
dc714b10bd
lint fixes
2024-09-05 09:35:19 +01:00
Richard Davey
b8839e4e70
Merge pull request #6746 from lukas-dachtler/fix/matterJSTypes
...
fixed MatterJS type definitions
2024-09-03 14:44:05 +01:00
Richard Davey
a88351c643
Update version number
2024-09-03 14:38:19 +01:00
Richard Davey
25f20485a2
Merge pull request #6819 from moufmouf/fix-dom-zoom-origin
...
Fixing DomElement position when camera zoom != 1
2024-09-03 14:36:59 +01:00
Richard Davey
8091292439
Fix #6854 #6737 (PipelineConfig TS)
2024-09-03 14:35:02 +01:00
Zeke Chan
780def8cf9
Fix #6860 BitmapText not wrapping lines in some cases
2024-09-03 15:52:10 +08:00
Richard Davey
c308c430c3
The NineSlice
Game Object will now guard against an invalid texture by checking for the frame
and textureFrame
vars before trying to read values from them. Fix #6804
2024-09-02 22:40:41 +01:00
Richard Davey
fcd0f7180c
The Mesh
WebGLRenderer will now recalculate the vertexOffset
correctly if the batch flushes, fixing an issue where it would display missing triangles in a mesh after a batch flush. Fix #6814
2024-09-02 22:34:29 +01:00
Richard Davey
98ea091edc
Video.getFirstFrame
is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method. Fix #6695
2024-09-02 22:02:55 +01:00
Richard Davey
85d64d77a4
Removed incorrect docs. Fix #6760
2024-09-02 21:20:41 +01:00
Richard Davey
5cc02afbd4
Update Config.js
2024-09-02 18:58:30 +01:00
Richard Davey
ee426c9ae4
If you set a WebAudioSound
to loop and set SoundManager.pauseOnBlur = false
, then if you start the sound and tab away from Phaser, the sound wouldn't then loop on return to the game, if the loop _expired_ while the tab was out of focus. This was due to checking the audio source node target against the wrong internal property. Fix #6702
2024-09-02 18:27:10 +01:00
Richard Davey
513e8b5429
Update RenderConfig.js
2024-09-02 16:10:24 +01:00
Richard Davey
1e07586acc
Fixed method names
2024-09-02 16:07:34 +01:00
Richard Davey
6170a21938
Remove use of PipelineConfig
2024-09-02 16:05:50 +01:00
zekechan
57db2cbe03
Update ScaleManager.js
2024-09-02 22:31:01 +08:00
Richard Davey
04f54b888a
Fix getScene return type. Fix #6821
2024-09-02 14:26:00 +01:00
Richard Davey
9eaf661a45
Added prerenderclear event to canvas and webgl
2024-09-02 14:18:32 +01:00
Luca Fagioli
0cf92cba50
Update TextStyle.js
2024-09-02 11:06:01 +02:00
Zeke Chan
9f3afafb29
Fix #6885 leave fullscreen event fires twice
2024-09-02 13:58:15 +08:00
Richard Davey
c86b5b2528
Make Layer extend event emitter in the docs
2024-08-29 14:05:17 +01:00
Richard Davey
378838a011
All functions now call 'queueOp'.
...
Removed sound unlocking on load complete.
2024-08-25 22:35:39 +01:00
Richard Davey
53c491fb84
You can now pass a data argument to ScenePlugin.switch
2024-08-25 22:34:15 +01:00
Richard Davey
4003aa7f3e
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-08-25 21:53:51 +01:00
Richard Davey
59ce761140
Calling Matter.World.pause
would stop the world updating, but the Runner timeLastTick
wasn't reset when resume
was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892
2024-08-25 21:53:37 +01:00
Richard Davey
683ae16522
Merge pull request #6890 from ospira/process-callback-fix
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Allow ProcessCallback To Work When Dealing With Arcade Bodies That Do Not Have GameObjects
2024-08-25 21:29:03 +01:00
Richard Davey
ec753ae195
Merge pull request #6895 from Andrek25/fix/typos
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fix(typedefs): fixing some typo error
2024-08-25 21:26:46 +01:00
samme
7fd11d2e98
Docs: clarify moveAbove(), moveBelow()
2024-08-23 08:50:47 -07:00
Andres
8b24e73d3d
fix(typedefs): fixing some typo error
2024-08-22 21:49:51 -04:00
ospira
fbfe657698
Update ArcadePhysicsCallback.js
2024-08-13 12:40:37 -04:00
ospira
b99ac68c34
Update ArcadePhysicsCallback.js
2024-08-13 12:29:10 -04:00
ospira
e321be2130
Update World.js
2024-08-13 11:56:38 -04:00
Richard Davey
48f3769e55
Update ArcadeColliderType.js
2024-08-12 17:09:06 +01:00
Richard Davey
a77976bff2
* InputPlugin.forceDownState
is a new method that will force the given Game Object into the 'down' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceUpState
is a new method that will force the given Game Object into the 'up' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOverState
is a new method that will force the given Game Object into the 'over' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOutState
is a new method that will force the given Game Object into the 'out' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceState
is a new internal method that forces a Game Object into the given state.
2024-08-07 19:45:44 +01:00
Richard Davey
6102492c14
InputPlugin.setCursor
is a new method that will immediately set the CSS cursor to the given Interactive Objects cursor. Previously, this was hidden behind a private method in the Input Manager.
2024-08-07 19:14:54 +01:00
Richard Davey
a5d465cb19
Multiple updates. See description.
...
The `InputPlugin.isActive` method will now check if the InputPlugin has the InputManager reference set, and if that is also enabled, as well as checking its own enabled state and that of the Scene.
`InputPlugin.resetCursor` is a new method that will reset a custom CSS cursor from the main canvas, regardless of the interactive state of any Game Objects.
The `InputPlugin.disable` method has a new optional boolean parameter `resetCursor` which will reset the CSS custom cursor if true.
All of the core Input Plugin process methods have been rewritten. The methods that have changed are:
* `InputPlugin.processMoveEvents`
* `InputPlugin.processWheelEvent`
* `InputPlugin.processOverEvents`
* `InputPlugin.processOutEvents`
* `InputPlugin.processOverOutEvents`
* `InputPlugin.processUpEvents`
* `InputPlugin.processDownEvents`
And they all now do the following flow:
1) They will now iterate over the array of objects to be inspected. If the object doesn't have an input handler, or their handler has been disabled, they are skipped for event consideration.
2) If they have an input handler, the Game Object specific event is dispatched (i.e. `sprite.on('pointerdown')`)
3) The result of this call is checked. If the Event has been cancelled, or if the Input Plugin now returns `isActive() false` then it will break from the handler loop. This will only happen if the user explicitly tells the event to stop propogation, or if they disable either the Input Plugin, or the entire Input Manager, during the event handler. Previously, only the state of cancelled event was checked. Also previously, if the Game Objects own input handler was removed or disabled as a result of their event handler, it would break from the process loop. This no longer happens. It will carry on inspecting the remaining interactive objects in the loop, as long as the Input system itself wasn't disabled.
4) After this, the Game Object is checked to see if it is still input enabled. If it is, the Scene level events, like `this.input.on('gameobjectdown')` are emitted.
5) The results of this call are also checked. Again, if the Event has been cancelled, or if the Input Plugin now returns `isActive() false` then it will break from the handler loop, otherwise it carries on.
6) After the loop is complete it does one final check to see if the Event was cancelled, or if the Input Plugin is no longer active. If both of those pass, it emits the final event from the Input Plugin itself (i.e. `this.input.on('pointerdown')` from a Scene)
2024-08-07 19:00:05 +01:00
Richard Davey
2a05c49d9e
The InputManager.resetCursor
method has a new optional boolean forceReset
which will reset the state of the CSS canvas cursor, regardless if there is a given Interactive Object, or not.
2024-08-07 18:36:54 +01:00
Richard Davey
5b972ae38a
Added resetCursor boolean to disableInteractive and removeInteractive methods
2024-08-07 18:36:02 +01:00
Richard Davey
8abcd2a610
Clarify documentation. Fix #6839
2024-08-07 15:48:56 +01:00
Richard Davey
7fd6b6fdf8
LoaderPlugin.maxRetries
is a new property that holds the number of times to retry loading a single file before it fails.
2024-08-07 15:43:43 +01:00
Richard Davey
ca4e2da432
loader.maxRetries
is a new Game Config option to set the number of retries a file will attempt to load. The default is 2.
2024-08-07 15:43:25 +01:00
Richard Davey
4021fa50fa
FileConfig.maxRetries
is a new File Config option to set the number of retries a file will attempt to load. If not specified in the config, the value is read from the LoaderPlugin.maxRetries
property.
2024-08-07 15:43:11 +01:00
Richard Davey
0a7df76c3f
Loader.File.retryAttempts
is the internal property holding the counter for the number of times to retry loading this file before it fails. This value is decreased after each attempt. When it reaches zero, the file is considered as failed.
2024-08-07 15:42:57 +01:00
Richard Davey
13035a6718
If you had a sprite on the display list using the LightPipeline, followed by a Mesh using the LightPipeline, and you invalidated the mesh (i.e. by rotating it), it would cause a runtime error in the current batch. Fix #6822
2024-08-06 23:59:42 +01:00
Richard Davey
f434449dd8
The PreFXPipeline.batchQuad
method will now apply Math.round
to the target bounds center point. This prevents sub-pixel values during the copyTextSubImage2D
call, preventing sprites with pre-fx from appearing mis-aligned during camera pans. Fix #6879
2024-08-06 23:27:34 +01:00
Richard Davey
6acd415d16
Don't round the midPoint, or it breaks high zoom scrolling. Fix #6878
2024-08-06 23:01:33 +01:00
Richard Davey
5aaa5ec601
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-08-06 22:48:54 +01:00
Richard Davey
24125ef4d9
Update Config.js
2024-08-06 22:48:49 +01:00
Richard Davey
8ef75453d0
Merge pull request #6876 from wooseok123/wooseok123-feat-switch
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feat : add data argument in Scene.switch
2024-08-06 21:57:28 +01:00
Richard Davey
1624312aea
Merge pull request #6883 from RomanFrom710/6880-text-with-stroke-and-letter-spacing-issue
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Apply stroke letter by letter if there is custom letter spacing
2024-08-06 21:54:21 +01:00
Richard Davey
50196f4958
Disable autoResize flag. The size a DynamicTexture is created at is the size it should remain forever.
2024-08-06 18:58:31 +01:00
Richard Davey
c81c6cecc8
Remove the requirement for autoResize to be set, so anyone can resize a RenderTarget
2024-08-06 18:58:12 +01:00
Richard Davey
d4d6a4c308
Beta 3 tag
2024-08-06 18:41:11 +01:00
Roman Chaley
cdefe1f68c
Apply stroke letter by letter if there is custom letter spacing
2024-08-04 16:11:37 +02:00
zekechan
cc0bac0214
Removed empty line spacing added when text is undefined. Fix #6807
2024-07-30 13:40:53 +08:00
Richard Davey
a3470a08e5
Updated rounding to use Math.floor + 0.5
2024-07-28 14:56:53 +01:00
Wooseok Han
8a52c00cad
feat : add data argument in Scene.switch
2024-07-26 13:25:07 +09:00
Richard Davey
f519c582c7
Fixed jsdocs
2024-07-23 16:58:57 +01:00
Richard Davey
49456a08b8
Merge pull request #6870 from samme/feature/timestep-pauseDuration-2
...
Pass pauseDuration 0 in `Phaser.Core.Events#RESUME` after manual game resume
2024-07-23 16:53:01 +01:00
Richard Davey
412d0e5b71
Merge pull request #6869 from samme/docs/scene-events
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Docs: correct args in some scene events
2024-07-23 16:52:33 +01:00
Richard Davey
abf857d949
The Texture.getFrameBounds
method will now include the BASE texture in its calculations. This prevents it from returning a size of Infinity. This fixes an issue where a Tileset with margin/spacing loaded via load.spritesheet
instead of load.image
would have its margin and spacing ignored. Fix #6823
2024-07-23 16:39:49 +01:00
Richard Davey
ee2110c062
Removed debugging info.
2024-07-23 16:38:07 +01:00
Richard Davey
0d32e7bcbc
Fixed jsdoc
2024-07-23 15:48:54 +01:00
Zeke Chan
994389d041
Merge pull request #6816 from jacklehamster/master
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Add PR to fix null pointer exception.
2024-07-23 16:52:37 +08:00
Zeke Chan
54e555d56a
Revert " #6816 Phaser.GameObjects.Components.FX#add fix null pipeline pointer"
...
This reverts commit 389e2af60f
.
2024-07-23 16:51:45 +08:00
Zeke Chan
389e2af60f
#6816 Phaser.GameObjects.Components.FX#add fix null pipeline pointer
2024-07-23 16:50:00 +08:00
Richard Davey
6c02206a90
Debugging tile spacing
2024-07-22 19:03:57 +01:00
Richard Davey
52085dba91
Don't call setTileSize or setSpacing unless values are given
2024-07-22 19:03:11 +01:00
samme
96bae29e62
Pass pauseDuration 0 for manual resume
2024-07-21 07:36:24 -07:00
Richard Davey
dc27d377f2
Include version in gameURL
2024-07-19 17:01:30 +01:00
Zeke Chan
5d74999620
Fixed "undefined" style bug causing crashes
2024-07-19 11:06:23 +08:00
samme
a98f1f5713
Docs: correct args in some scene events
2024-07-18 19:03:08 -07:00
Richard Davey
99260d2174
DynamicTexture now creates a Camera instance, not a BaseCamera
2024-07-18 21:21:33 +01:00
Richard Davey
14429786a0
Merge pull request #6867 from samme/feature/timestep-pauseDuration
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Add TimeStep#pauseDuration, pass in Phaser.Core.Events#RESUME
2024-07-18 20:34:57 +01:00
samme
2824185784
Add TimeStep#pauseDuration
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Pass in Phaser.Core.Events#RESUME
2024-07-17 18:57:03 -07:00
zekechan
4332448e9f
Moved errors
description above @ignore tag
2024-07-17 23:32:12 +08:00
zekechan
3658cd145f
Updated default location
property from literal -1
to type number
2024-07-17 23:31:48 +08:00
zekechan
5ddd3bf8a2
Removed duplicate localScheme
property
2024-07-17 23:30:53 +08:00
zekechan
f218a1bca2
Fix #6768 Tweens in a looping chain fire onStart only once
2024-07-17 15:35:06 +08:00
zekechan
112ca0dbf1
Fix #6773 Tweens in a chain fire onActive twice per chain iteration
2024-07-17 10:55:58 +08:00
Richard Davey
26d85978d2
Apply Math.floor across all camera values during preRender
2024-07-16 23:18:31 +01:00
Richard Davey
2fc8f5b3f9
Floor, not round
2024-07-16 23:17:40 +01:00
Richard Davey
40224d7c25
Removed BaseCamera.preRender method as it isn't used (overriden by Camera.preRender)
2024-07-16 22:59:47 +01:00
Richard Davey
d12b51cb48
The Multi Pipeline batchSprite
and batchTexture
methods will now apply Math.floor
to the sprite matrix calculations if camera round pixels is enabled.
2024-07-16 22:59:22 +01:00
Richard Davey
ccf09b3019
roundPixels now defaults to false again
2024-07-16 21:24:43 +01:00
Richard Davey
77f209bbe5
Removed the uRoundPixels shader uniform and from the pipelines. Pass camera.roundPixels to setQuad.
2024-07-16 21:24:16 +01:00
Richard Davey
160587fb2d
Inlined the BitmapText BatchChar math to avoid 16 function calls per character
2024-07-16 21:23:09 +01:00
Richard Davey
f2855c66dd
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-07-16 20:25:28 +01:00
Richard Davey
a8724b88d8
Calling Ellipse.setSize will internally call updateDisplayOrigin to retain position
2024-07-16 20:25:26 +01:00
Zeke Chan
23e287ef0e
#6773 Fixed TweenChain fire onActive twice per chain iteration
2024-07-16 17:42:10 +08:00
Zeke Chan
f8dc6dcadb
Merge pull request #6782 from rexrainbow/depth-helper
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Add some helper methods for changing rendering order
2024-07-16 16:29:45 +08:00
Zeke Chan
930d1ebcb6
Added missing var
in for
loop
2024-07-16 16:21:26 +08:00
Zeke Chan
340f90a627
Merge pull request #6793 from samme/feature/remove-asset-pack
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Add Phaser.Loader.LoaderPlugin#removePack
2024-07-16 16:17:53 +08:00
Zeke Chan
71684df68e
Merge pull request #6802 from samme/feature/timeline-timeScale
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Add Phaser.Time.Timeline#timeScale
2024-07-16 15:56:34 +08:00
Richard Davey
77bbab31f1
The RenderTarget
will now automatically listen for the Renderer resize event if autoResize
is true. This fixes an issue with Bitmap Masks where they wouldn't resize if the renderer resized. Fix #6769
2024-07-15 18:34:22 +01:00
Richard Davey
5038c26051
The TextStyle.setStyle
method will no longer mutate the given style
object if it includes a numeric fontSize
value. Fix #6863
2024-07-15 17:44:39 +01:00
Richard Davey
b14c580282
typo
2024-07-15 17:26:16 +01:00
Richard Davey
f2cc3c0b91
Update TilemapLayer.js
2024-07-15 17:24:27 +01:00
zekechan
944c6be993
BitmapText with maxWidth
set does not wrap text correctly when a line ends with a white space. Fix #6860
2024-07-15 17:12:50 +08:00
Richard Davey
5f4dfa4fb8
Fixed call to lengthSq
2024-07-12 16:58:51 +01:00
Richard Davey
29426d198e
Updated lookAtRH to call Vec3.lengthSq
2024-07-12 16:56:17 +01:00
Richard Davey
0560a787c5
Added missing subVectors method
2024-07-12 16:56:17 +01:00
Zeke Chan
7931e181a2
Updated maxWidth
calculations
2024-07-12 15:34:48 +08:00
Zeke Chan
e9f92fab64
Revert "Updated maxWidth
calculations"
...
This reverts commit 514f99d8aa
.
2024-07-12 12:37:42 +08:00
Zeke Chan
514f99d8aa
Updated maxWidth
calculations
2024-07-12 12:27:13 +08:00
Zeke Chan
9ecd99d173
Corrected currentLine
offset
2024-07-11 17:34:47 +08:00
Zeke Chan
6fd0769915
Fixed line wrapping issue for lines ending with a space
2024-07-11 17:00:53 +08:00
zekechan
a190054ce0
Update TileSprite.js
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Default width and height are assigned to displayFrame separately.
2024-07-10 17:15:57 +08:00
Zeke Chan
a51e91e066
Merge pull request #6850 from rexrainbow/bugfix-drag
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Fix drag-with-multiple-camera bug
2024-07-10 16:47:26 +08:00
Zeke Chan
7a726560ee
Merge pull request #6849 from samme/docs/tilemaps-nonNull
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Docs: `nonNull` argument for `GetTileAt()` etc.
2024-07-10 16:44:12 +08:00
Rex
464dae5c96
Use cloned drag pointers
...
Drag pointer might be removed under event, it will break processing loop of drag pointers #6820
2024-07-10 10:22:03 +08:00
Zeke Chan
b2f6922c20
Changed group.length to group.getLength()
2024-07-05 15:25:14 +08:00
Zeke Chan
3bb1f6f96a
Changed default collisionMask = 2147483647
2024-07-05 15:24:58 +08:00
Zeke Chan
547179c5b8
Changed default collisionMask = 2147483647
2024-07-05 15:24:51 +08:00
Zeke Chan
5e7a8aeb01
Update RenderTarget.js
2024-07-05 14:31:06 +08:00
Zeke Chan
7450ff9dff
Add null
support to ignore default, missing, and white base64 images in TextureManager
2024-07-04 15:24:39 +08:00
Zeke Chan
97455bcedd
Added clear
area functionality
2024-07-04 14:56:11 +08:00
Zeke Chan
49c32ba5c5
Added clear
area functionality
2024-07-04 14:56:06 +08:00
Zeke Chan
02519c2ee5
Updated internal update
method to MatterJS 0.20.0
2024-07-03 15:10:31 +08:00
Zeke Chan
f69411fd6b
Integrated MatterCollisionEvents plugin
2024-07-01 17:20:58 +08:00
Zeke Chan
2bd89f1f29
Removed MatterCollisionEvents plugin
2024-07-01 17:20:43 +08:00
Zeke Chan
ea79f2be5c
Update MatterPhysics.js
2024-07-01 16:55:07 +08:00
Zeke Chan
431e58aa0f
Update Engine.js
2024-07-01 16:54:49 +08:00
Zeke Chan
ad2865f3fb
Added attractors property
2024-07-01 16:54:35 +08:00
Zeke Chan
cff438b2f8
Merge pull request #6846 from samme/feature/direct-control-friction
...
Add friction for direct-control bodies
2024-06-29 14:52:02 +08:00
Rex
05529fc98d
Store camera when drag-start
2024-06-29 00:19:48 +08:00
Rex
77c8f7389d
Fix drag-with-multiple-camera bug
2024-06-28 23:32:22 +08:00
Zeke Chan
429b794bd1
Update Runner.js
2024-06-28 17:51:33 +08:00
Zeke Chan
a0f44ed02e
Added wrapBounds property
2024-06-28 17:32:54 +08:00
Zeke Chan
ea0651f44d
Removed MatterCollisionEvents
, MatterAttractors
, MatterWrap
plugins
2024-06-28 17:32:33 +08:00
Zeke Chan
2ec9e38405
Added wrap to bounds feature
2024-06-28 17:31:50 +08:00
Zeke Chan
8667f5dd38
Added wrap to bounds feature
2024-06-28 17:31:41 +08:00
Zeke Chan
a69bacbb5c
Added wrap to bounds feature
2024-06-28 17:31:31 +08:00
Zeke Chan
2512f65da0
Added wrap to bounds feature
2024-06-28 17:31:27 +08:00
Zeke Chan
df2e7e7104
Update MatterWorldConfig.js
2024-06-28 16:29:38 +08:00
Zeke Chan
e0aed1aacf
Update MatterWorldConfig.js
2024-06-28 15:43:57 +08:00
samme
9037738bce
Docs: nonNull arg for GetTileAt() etc.
2024-06-27 14:17:47 -07:00
Zeke Chan
05a814dc1d
Update World.js
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Updated `pair.activeContacts.length` to use new `pair.contactCount` property
2024-06-27 17:06:44 +08:00
Zeke Chan
0458e4ab01
Update MatterCollisionPair.js
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Changed `activeContacts` to `contacts`
2024-06-27 17:05:39 +08:00
samme
b961398acf
Add friction for direct-control bodies
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Fixes #6792
2024-06-26 09:43:39 -07:00
Zeke Chan
ea48bcf491
Update ParticleEmitter.js
2024-06-26 10:58:39 +08:00
Richard Davey
c45e2f4dba
MatterJS v0.20 integration
2024-06-25 18:51:12 +01:00
Richard Davey
91f21c95e9
3.85 beta 2 const
2024-06-25 18:50:55 +01:00
Zeke Chan
f0f82d3a40
Update ParticleEmitter.js
2024-06-25 15:55:55 +08:00
Richard Davey
b49cf68e71
v.3.85.0-beta.1 release
2024-06-21 17:00:46 +01:00