Richard Davey
b434c3b4f8
Fixed jsdocs
2021-10-18 17:54:25 +01:00
Richard Davey
347b6db490
Added altFrame option and calculations + handy utility functions
2021-10-18 17:49:09 +01:00
Richard Davey
d4edcbd8ca
Set default vert shader
2021-10-18 16:01:53 +01:00
Richard Davey
f34657cf87
Removed the Tint
and Flip
components from the Camera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
2021-10-17 16:34:45 +01:00
Richard Davey
ba0a52e386
Update SpriteFXPipeline.js
2021-10-16 15:30:03 +01:00
Richard Davey
638fd113b5
Flip the Y on textures
2021-10-16 15:23:33 +01:00
Richard Davey
9d7a575a4f
Added FX component
2021-10-16 15:23:19 +01:00
Richard Davey
43df6de757
Removed duplicate post fx calls
2021-10-16 15:22:30 +01:00
Richard Davey
5e509bd72b
Removed 'drawToFrame' (it's the only option) and added 'batchTexture'
2021-10-16 15:08:58 +01:00
Richard Davey
7a705d757c
The Text
Game Object would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to it.
2021-10-16 15:08:39 +01:00
Richard Davey
acc9f07e5c
Fixed data and alpha value
2021-10-15 18:45:23 +01:00
Richard Davey
fd1ab765a3
Full JSDocs and tidied up all the methods
2021-10-15 18:39:10 +01:00
Richard Davey
dddf601acb
Added onFXCopy
2021-10-15 18:38:57 +01:00
Richard Davey
efa8c8b5a5
Fixed verts and called onFX
2021-10-15 00:59:04 +01:00
Richard Davey
163978452e
Added onFX
2021-10-15 00:58:40 +01:00
Richard Davey
6c00b5cfc4
Added onPreCopy
2021-10-14 18:51:39 +01:00
Richard Davey
8a89700bf7
Fixed shader uniform issue and tidied up code
2021-10-14 18:45:59 +01:00
Richard Davey
bfecf9da5a
RenderTarget
will now automatically set the wrapping mode to clamp.
2021-10-14 18:45:41 +01:00
Richard Davey
c1c8e5d12b
The WebGLRenderer.createTextureFromSource
method has a new optional boolean parameter forceClamp
that will for the clamp wrapping mode even if the texture is a power-of-two.
2021-10-14 18:45:28 +01:00
Richard Davey
d5a86d7b07
Update SpriteFXPipeline.js
2021-10-14 01:08:06 +01:00
Richard Davey
5d2749f5d6
Update SpriteFXPipeline.js
2021-10-14 00:55:27 +01:00
samme
15b62e1756
Docs: fix types in Phaser.Tilemaps.ObjectHelper#setFromJSON
2021-10-13 15:58:32 -07:00
Richard Davey
219ff50b90
Fixed copyFrame handling
2021-10-13 23:38:04 +01:00
Richard Davey
c4c5453dfb
Removed log
2021-10-13 23:35:29 +01:00
samme
ba5e4ffab7
Docs: add Phaser.Types.GameObjects.Particles.ParticleClassConstructor
...
Fixes #5731 ?
2021-10-13 13:23:31 -07:00
samme
52e402e14e
Docs: add Phaser.Types.GameObjects.Group.GroupClassTypeConstructor
2021-10-13 13:22:54 -07:00
Richard Davey
fd54fa741c
Update SpriteFXPipeline.js
2021-10-13 18:56:41 +01:00
Richard Davey
635e7283d5
Added buffer to setVertexBuffer and setShader
2021-10-13 18:56:31 +01:00
Richard Davey
0bf366a096
Update SpriteFXPipeline.js
2021-10-13 13:04:08 +01:00
Richard Davey
803d71469e
Fixed the vert and uv handling
2021-10-12 21:47:48 +01:00
Richard Davey
4f454a5701
Update WebGLPipeline.js
2021-10-12 21:47:39 +01:00
Richard Davey
3afc8b1a8e
Flip the verts
2021-10-12 21:47:33 +01:00
Richard Davey
6eebd6c1cf
GameObjects.Components.FX
is a new component that provides access to FX specific propertis and methods. The Image and Sprite Game Objects have this component by default.
2021-10-12 21:47:24 +01:00
Richard Davey
2a473889dc
Update SpriteFXPipeline.js
2021-10-12 18:54:06 +01:00
Richard Davey
85c6c4be44
Swap frame support added and drawSprite method
2021-10-12 18:00:50 +01:00
Richard Davey
68c3fc4171
Fixed resizing. Set RTs in boot.
2021-10-12 16:09:53 +01:00
Richard Davey
6fe88aeee7
Refactored to use existing functions where possible
2021-10-12 13:32:39 +01:00
Richard Davey
9e9c9298eb
Much better renderTarget handling. Sprite now draws properly. Config handling done. Need to fix bindAndDraw
2021-10-12 01:03:45 +01:00
Richard Davey
53eb64b92b
Added isSpriteFX
property
2021-10-12 01:03:18 +01:00
Richard Davey
904ca9f7c4
Removed SpriteFX as you extend it, not instantiate it
2021-10-12 01:03:04 +01:00
Richard Davey
fd655d054c
Added fxPadding property to Image
2021-10-12 01:02:42 +01:00
Richard Davey
e9d85c57ee
Update SpriteFXPipeline.js
2021-10-11 18:49:17 +01:00
Richard Davey
7af3693fb5
Add SpriteFX Pipeline to const and default array
2021-10-11 18:49:13 +01:00
Richard Davey
b73d889ca9
Bump version
2021-10-11 18:48:41 +01:00
Richard Davey
038ffa7b77
Create SpriteFXPipeline.js
2021-10-11 18:06:42 +01:00
Richard Davey
fa25b9e254
Removed temp function
2021-10-11 18:06:35 +01:00
Richard Davey
5c88dd8593
Only need to set the width
2021-10-11 17:56:26 +01:00
Richard Davey
784f722b90
Remove, we'll handle this elsewhere
2021-10-11 17:56:11 +01:00
Richard Davey
e26eb49769
Update RenderTargetConfig.js
2021-10-11 17:04:20 +01:00
Richard Davey
d32badabf5
When defining the renderTargets
in a pipeline config, you can now set optional width
and height
properties, which will create a Render Target of that exact size, ignoring the scale
value (if also given).
2021-10-11 17:02:36 +01:00
Richard Davey
c1430f41dc
Testing FX padding
2021-10-11 15:10:57 +01:00
Richard Davey
43d660a304
Merge pull request #5864 from rexrainbow/timer-with-a-short-delay
...
Invoke callback many times in very short delay case
2021-10-11 15:02:00 +01:00
Rex
92bedcfeac
Check event.callback
2021-10-11 16:12:40 +08:00
Rex
00f998bf0d
Check event.callback
2021-10-11 16:04:38 +08:00
Rex
6814d5c6b5
Twist code
2021-10-11 16:03:15 +08:00
Rex
0a1f47c65e
Invoke callback many times in very short delay case
2021-10-11 15:44:00 +08:00
samme
e7130fb546
eslint-disable no-console
2021-10-10 12:56:11 -07:00
GregDevProjects
0c04102731
rename function, move it to Math class
2021-10-10 10:49:54 -03:00
samme
7b66f486d4
Remove console warnings for JSON/XML parse fails
...
Now done in onProcessError() instead
2021-10-09 10:31:54 -07:00
samme
c2d6d3b398
Print console errors for file process failures
2021-10-09 10:28:56 -07:00
kainage
369bf06b8e
Fix WebGL Tilemap Layer Rendering
...
* A typo was blowing up rendering the tilemaps all together
* FIx the X coord not being calculated correctly in the `batchTexture` call
2021-10-06 22:01:12 -07:00
Greg
1d009f8a68
Add static Lerp method on Vector2
2021-10-06 21:56:02 -03:00
Richard Davey
8aa6385cec
Fixed JSDocs
2021-10-06 21:39:44 +01:00
Richard Davey
663d6631d0
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-10-06 21:14:33 +01:00
Richard Davey
9e753a4cfb
Beta.1 number
2021-10-06 21:14:29 +01:00
Richard Davey
31836eaf3c
Update CompressedTextureFile.js
2021-10-06 21:14:18 +01:00
Richard Davey
6f4ceba23f
Merge pull request #5855 from lfarroco/master
...
Fix rendering of Tiled object layers on isometric maps
2021-10-06 21:11:34 +01:00
Richard Davey
bf02aaa7ee
Update WebGLTextureCompression.js
2021-10-06 18:48:04 +01:00
Richard Davey
56eccd67ff
Finished and now works with atlas files too
2021-10-06 18:47:58 +01:00
Richard Davey
5ed49aea79
Create CompressedTextureFileConfig.js
2021-10-06 18:47:43 +01:00
Richard Davey
01beb898b3
The WebGLRenderer.createTextureFromSource
method now accepts the CompressedTextureData
data objects and creates WebGL textures from them.
2021-10-06 18:47:35 +01:00
Richard Davey
615321582f
Expose the parsers
2021-10-06 18:44:19 +01:00
Richard Davey
97be6a965d
Textures.Parsers.PVRParser
is a new parser for the PVR compression container format.
2021-10-06 18:44:13 +01:00
Richard Davey
94906435c2
Textures.Parsers.KTXParser
is a new parser for the KTX compression container format.
2021-10-06 18:44:03 +01:00
Richard Davey
e4bbc4dec7
TextureManager#addCompressedTexture
is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return a Texture
object than any Sprite can use.
2021-10-06 18:43:20 +01:00
Richard Davey
3a6219914e
Now parses compressed textures and sets the algorithm property
2021-10-06 18:42:26 +01:00
Richard Davey
8752890c2c
Create MipmapType.js
2021-10-06 17:47:21 +01:00
Richard Davey
f2d21f26fd
Create CompressedTextureData.js
2021-10-06 17:47:16 +01:00
Leonardo Farroco
fc4db55b26
adds isometric ratio
2021-10-05 23:19:09 -03:00
Richard Davey
7934613e8f
The Tilemaps.Tile.getBounds
method would take a camera
parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.
2021-10-05 21:52:54 +01:00
Richard Davey
234ba03b35
Update WebGLRenderer.js
2021-10-05 18:36:50 +01:00
Richard Davey
686e32b8d0
Now parses KTX and PVR textures
2021-10-05 18:33:50 +01:00
Richard Davey
a2428e1424
Create PVRParser.js
2021-10-05 18:30:24 +01:00
Richard Davey
6f9471f40d
Create KTXParser.js
2021-10-05 18:30:21 +01:00
Richard Davey
f376958ca1
Added getCompressedTextureName method
2021-10-05 18:30:17 +01:00
Richard Davey
c0c17a1dd2
Update index.js
2021-10-05 18:00:22 +01:00
Richard Davey
9702594245
Create CompressedTextureFile.js
2021-10-05 17:58:45 +01:00
Richard Davey
7bdb9d672f
Added supportsCompressedTexture method
2021-10-05 17:04:44 +01:00
Richard Davey
5a941ed509
Expanded to support all formats
2021-10-05 16:48:51 +01:00
Richard Davey
573dd3a14d
Added getCompressedTextures method
2021-10-05 16:48:42 +01:00
Leonardo Farroco
64f7b992be
linting
2021-10-03 16:35:02 -03:00
Leonardo Farroco
687942e77e
Change positioning for isometric object layer from Tiled
2021-10-03 16:30:05 -03:00
Richard Davey
b968e46ee2
The Multi Pipeline now uses highp float
precision by default, instead of mediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655
2021-09-28 15:56:54 +01:00
Richard Davey
6cd7d6ce79
The Camera will now emit PRE_RENDER
and POST_RENDER
events under the Canvas Renderer. Fix #5729
2021-09-28 15:39:47 +01:00
Richard Davey
47bbde0e4b
With roundPixels
set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774
2021-09-28 15:34:46 +01:00
Richard Davey
a4d8c9be47
Fix #5759
2021-09-28 15:21:13 +01:00
Richard Davey
83e2406cb4
The CameraManager.destroy
function will now remove the Scale Manager RESIZE
event listener created as part of boot
, where-as before it didn't clean it up, leading to gc issues. Fix #5791
2021-09-28 15:08:31 +01:00
Richard Davey
c84187b856
Merge pull request #5842 from samme/feature/scene-stop-abort
...
Ignore scene stop if already shutdown
2021-09-24 14:40:48 +01:00
Richard Davey
cca537b66b
Merge pull request #5841 from samme/feature/warn-particle-missing-frame
...
Warn, throw for particle texture frame mistakes
2021-09-24 14:38:20 +01:00
samme
023336f826
Throw an error for missing particle texture frame
2021-09-23 11:15:58 -07:00
samme
da86ea7029
Warn for missing texture frames
2021-09-23 11:15:29 -07:00
Richard Davey
550dd2bd85
Merge pull request #5514 from etherealmachine/patch-1
...
Fix typing of MapData objects
2021-09-23 16:03:24 +01:00
Richard Davey
5dfab5f5d9
eslint and jsdoc fixes for #5697
2021-09-23 16:02:52 +01:00
Richard Davey
d44e8e782e
Merge branch 'master' into tilemap
2021-09-23 15:47:47 +01:00
Richard Davey
dc6b9c6d93
lint fix
2021-09-23 15:37:22 +01:00
Richard Davey
0c8bc91d4c
Merge pull request #5316 from kainage/camera-flash-effect-alpha
...
Allow setting alpha for 2D camera flash effect
2021-09-23 15:35:50 +01:00
Richard Davey
93db763f69
Merge pull request #5340 from 16patsle/Fix_object_types
...
Add more specific 'object' types, including GO Configs
2021-09-23 15:30:43 +01:00
Richard Davey
c8aeb4724a
Added scale configs to game config #5840
2021-09-22 12:12:35 +01:00
Richard Davey
b57afb45c9
Fixed eslint issues in #5701
2021-09-22 11:44:43 +01:00
Richard Davey
49c9d2795d
Merge pull request #5701 from Skel0t/patch-1
...
Line-Line Intersection fix if dx1 === 0
2021-09-22 11:42:17 +01:00
Richard Davey
a5c0795967
Merge pull request #5772 from sylvainpolletvillard/master
...
types: complete Phaser.Input.Gamepad.Configs definitions
2021-09-22 11:35:25 +01:00
Richard Davey
ede72366ca
Merge pull request #5624 from andriibarvynko/fix_check_matrix_for_one_row_matrix_support
...
Allow to have one row matrix in CheckMatrix
2021-09-22 11:32:56 +01:00
Richard Davey
f4c7cb4a6d
Fixed jsdocs. Renamed property to tileOffset
. Fixed parsing of it. #5637
2021-09-22 11:26:08 +01:00
Richard Davey
736be1abc8
tileOffset hadn't been applied to the canvas renderer #5637
2021-09-22 11:25:39 +01:00
Richard Davey
d0b5b91a5e
tileOffset is always set, so this check is redundant #5637
2021-09-22 11:25:13 +01:00
Richard Davey
32209baf39
Updated jsdocs
2021-09-22 11:24:35 +01:00
Richard Davey
d16588014f
Merge pull request #5637 from moJiXiang/fix-tilemap-offset
...
fix tilemap draw offset, maybe it is a bug, related issue #5633
2021-09-22 11:14:15 +01:00
Richard Davey
7434769faf
Merge pull request #5657 from moJiXiang/fix-bug-#5647
...
fix PutTileAt tile size with releated tileset width and height, releated bug #5647
2021-09-22 11:10:03 +01:00
Richard Davey
2771f280d2
Merge pull request #5750 from jonnytest1/master
...
assign array by index for skipped chunks
2021-09-22 11:03:44 +01:00
Richard Davey
d70b149170
Merge pull request #5793 from samme/fix/separate-tile-update-center
...
Update body center after tile separation
2021-09-22 11:01:28 +01:00
Richard Davey
0ab2534306
Update PipelineManager.js
2021-09-21 14:53:18 +01:00
Richard Davey
1c64f44dab
Fixed eslint, added documentation
2021-09-21 12:01:48 +01:00
Richard Davey
1e5542df92
Merge pull request #5740 from hanzooo/loader-type
...
feat: Add support for load image by HTMLImageElement
2021-09-21 11:52:28 +01:00
Richard Davey
cd4baa100d
Merge pull request #5744 from rexrainbow/rectangle-setsize
...
Update Rectangle shape game object's display origin and default hitArea
2021-09-21 11:46:42 +01:00
Richard Davey
f0eb694166
Merge pull request #5763 from samme/fix/group-double-collide
...
Do physics group vs. self collisions without the RTree
2021-09-21 11:44:52 +01:00
Richard Davey
496b928c61
Fixed eslint issues
2021-09-21 11:38:33 +01:00
Richard Davey
9cfbe65bfa
Merge pull request #5766 from xiamidaxia/scenePlugins
...
Spine plugin multiple game instances support
2021-09-21 11:36:01 +01:00
Richard Davey
2546096b64
Fixed JSDocs. Close #5836
2021-09-21 11:33:01 +01:00
Richard Davey
4fd0a27b15
Formatting fix
2021-09-20 12:34:35 +01:00
Richard Davey
4ab8a4d3a3
Merge pull request #5767 from mayacoda/master
...
Fix getBounds for creating MatterTileBody for staggered tiles
2021-09-20 12:26:55 +01:00
Richard Davey
ee71c6b5d4
Merge pull request #5770 from eltociear/patch-1
...
Fix typo in MatterCollisionPair.js
2021-09-20 12:24:30 +01:00
Richard Davey
eff631944b
Merge pull request #5794 from samme/fix/render-texture-snapshot-canvas
...
Fix CanvasRenderer#snapshotCanvas()
2021-09-20 12:19:42 +01:00
Richard Davey
5f2e3f35e1
Fixed code format
2021-09-20 12:18:54 +01:00
Richard Davey
da3e8b5a25
Merge pull request #5788 from martell-ventures/loadURL_crossorigin
...
Add Crossorigin support
2021-09-20 12:16:14 +01:00
Richard Davey
4b011e2225
Merge pull request #5790 from samme/fix/createFromObjects-offset
...
Fix offset for non-tile objects in createFromObjects()
2021-09-20 12:12:41 +01:00
Richard Davey
d0b359fdd3
Merge pull request #5797 from samme/fix/create-renderer-fallback
...
Fix WEBGL-only selection and throw for unknown renderer type
2021-09-20 12:09:39 +01:00
Richard Davey
519a7f99e1
Bumped version
2021-09-20 12:08:56 +01:00
Richard Davey
e26f1dd460
Merge pull request #5800 from samme/fix/nested-layers-error
...
Add Layer#addToDisplayList(), Layer#removeFromDisplayList()
2021-09-20 12:07:11 +01:00
Richard Davey
e131488a32
Bumped version
2021-09-20 12:05:46 +01:00
Richard Davey
8075c3ab1b
Merge pull request #5819 from samme/fix/dom-element-parent-visibility
...
Add DOMElement#preRender, remove DOMElement#preUpdate
2021-09-20 12:01:16 +01:00
Richard Davey
cb6347d3b6
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-09-20 11:59:30 +01:00
Richard Davey
f76f8711cd
Added scene property
2021-09-20 11:59:20 +01:00
Richard Davey
9adcd5c615
Merge pull request #5825 from ubershmekel/master
...
Fix #5811 , log error on invalid scene.start(key)
2021-09-20 11:54:49 +01:00
Richard Davey
4007f597da
Merge pull request #5834 from samme/docs/CreateFromObjectLayerConfig
...
Docs: correct CreateFromObjectLayerConfig.classType
2021-09-20 11:52:56 +01:00
Richard Davey
5a7ed14b3b
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-09-20 11:51:37 +01:00
Richard Davey
bf087e5068
Fixed JSDocs. Fix #5833 #5835
2021-09-20 11:51:21 +01:00
Richard Davey
929ad23b4e
Merge pull request #5748 from rexrainbow/zone-default-dropzone
...
Use default hitArea if hitArea parameter is not given
2021-09-20 11:45:18 +01:00
Richard Davey
235a997dfa
Merge pull request #5743 from rexrainbow/view-port
...
Add method to get visible area
2021-09-20 11:42:22 +01:00
Richard Davey
2f8d6a023d
Updated version number
2021-09-20 11:41:47 +01:00
Richard Davey
259f68d04b
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-09-20 11:39:49 +01:00
Richard Davey
d8c5626a3a
The Display.Masks.BitmapMask
destroy
method will now remove the context-lost event handler.
2021-09-20 11:39:32 +01:00
Richard Davey
305fbd1ec6
Merge pull request #5742 from rexrainbow/turn-off-context-restore-event
...
Turn off context restore event when game object is destroyed
2021-09-20 11:35:34 +01:00
Richard Davey
9db0b98228
Merge pull request #5757 from samme/fix/tween-setCallback
...
Correct use of Tween#setCallback() and Timeline#setCallback()
2021-09-20 11:31:09 +01:00
Richard Davey
cb15887bda
Merge pull request #5824 from samme/feature/texture-missing-error-msg
...
Add texture key to the missing frame warning
2021-09-20 11:29:19 +01:00
natureofcode
81e3c06676
Hotfix broken drag
2021-09-17 23:00:29 +05:00
natureofcode
89ff86202b
Fix #5828
2021-09-17 12:19:39 +05:00
samme
08a600edcb
Docs: correct CreateFromObjectLayerConfig.classType
...
Fixes #5831
2021-09-14 09:10:09 -07:00
samme
6df5b7e3a6
Ignore scene stop if already shutdown
2021-09-14 08:53:44 -07:00
Yuval Greenfield
1a713b4c5e
Fix #5811 , log error on invalid scene.start(key)
2021-09-03 23:11:29 -07:00
Richard Davey
535ca66ec6
colr typo in the docs
2021-09-03 12:35:32 +01:00
Richard Davey
7bbccf3327
Changing to v3.60
2021-09-03 12:35:18 +01:00
samme
c9cbace6f2
Add texture key to the missing frame warning
2021-09-02 10:41:16 -07:00
samme
846ea3fe1d
Add DOMElement#preRender, remove DOMElement#preUpdate
...
Check parent visibility in preRender()
Fixes #5816
2021-08-27 10:43:21 -07:00
samme
728db67a6d
Add Layer#addToDisplayList(), Layer#removeFromDisplayList()
...
Fixes #5799
2021-08-01 14:04:51 -07:00
samme
ec8a629d1c
Fix WEBGL-only selection and throw for unknown renderer type
...
Fixes #5583
2021-07-30 11:41:28 -07:00
samme
8c2b1a7e35
Fix snapshotCanvas
...
Fixes #5792
2021-07-28 10:29:15 -07:00
samme
214a19fb7a
Update body center after tile separation
2021-07-28 09:57:54 -07:00
samme
788bcb4330
Fix offset in createFromObjects()
...
Fixes #5789
2021-07-22 11:08:32 -07:00
Ryan Martell
078a94c3e6
Add Crossorigin support
2021-07-20 12:47:45 -06:00
Sylvain Pollet-Villard
2abe9e323f
types: fixed duplicate names
2021-07-08 23:54:10 +02:00
Sylvain Pollet-Villard
dca5346573
types: JSDoc for Phaser.Input.Gamepad.Configs
2021-07-08 23:53:58 +02:00
Ikko Ashimine
21b11d8f7b
Fix typo in MatterCollisionPair.js
...
occured -> occurred
2021-07-07 16:40:53 +09:00
Maya Nedeljkovich
20ebc6f7a2
Fix getBounds for creating MatterTileBody for staggered tiles
2021-06-30 15:21:13 +02:00
xiamidaxia
9d2374c4a5
Fix install scene plugin #5765
2021-06-30 17:29:25 +08:00
samme
abfb8c6d7d
Collide group vs self as array
...
Fixes #5758
2021-06-29 10:46:57 -07:00
samme
0882e03fce
Remove obsolete comment
2021-06-27 11:53:30 -07:00
samme
9e6dc57063
Correct use of tween/timeline setCallback()
...
Fixes #5753
2021-06-26 17:30:24 -07:00
Jm
28f58f4e5e
Merge branch 'photonstorm:master' into loader-type
2021-06-23 13:09:15 +08:00
Richard Davey
9066f756f9
Made it clear a Tween will not update _ properties. Fix #5747
2021-06-18 18:06:58 +01:00
Richard Davey
7d70bfbd57
Removed Config.domBehindCanvas
property as it's never used internally. Fix #5749
2021-06-18 18:03:07 +01:00
jonnytest1
46009935b4
assign array by index for skipped chunks
...
loading breaks for layers that skip chunks with no data
2021-06-18 02:34:05 +02:00
Rex
66e322dcd5
Use default hitArea if not hitArea is not ogiven
...
Default hitArea will resize when `zone.setSize(w, h)`
2021-06-16 11:16:19 +08:00
Rex
3a7557c3f4
Update display origin and default hitArea
2021-06-12 13:41:37 +08:00
Rex
3246dc4d8e
Add method to get visible area
2021-06-12 13:27:22 +08:00
Rex
a6c75a36c8
Turn off context restore event when game object is destroyed
2021-06-12 12:44:23 +08:00
Jm
c1e73c3c2f
feat: add image load type
2021-06-10 13:24:29 +00:00
Josh Black
cea3d45719
Add capacitor:// to protocol check to prevent malformed double-url issue in capacitor
2021-06-02 12:30:33 +01:00
Richard Davey
3dc66c3a43
Preparing for 3.56
2021-06-01 16:11:42 +01:00
Richard Davey
f95d1d224b
Animation.createFromAseprite
would calculate an incorrect frame duration if the frames didn't all have the same speed.
2021-06-01 16:11:27 +01:00
Richard Davey
1a086fc57c
3.55.2 Release
2021-05-27 14:52:00 +01:00
Richard Davey
9cd5f56eea
Fixed an issue in FillPathWebGL
, IsoBoxWebGLRenderer
and IsoTriangleWebGLRenderer
functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720
2021-05-27 14:48:40 +01:00
Richard Davey
55b69e5d98
Made fromScene
optional
2021-05-26 15:49:05 +01:00
Richard Davey
78b9215e2f
Added the missing WebGLPipelineUniformsConfig
type def. Fix #5718 (thanks @PhaserEditor2D)
2021-05-26 15:38:51 +01:00
Richard Davey
5552079c9d
Merge pull request #5717 from rexrainbow/destroy-from-scene
...
Add 'fromScene' parameter in GameObject.destroy() method, and DESTROY event
2021-05-26 15:29:35 +01:00
Richard Davey
c8cc337525
3.55.1
2021-05-26 15:24:17 +01:00
Richard Davey
5d9d543ce0
Fixed rendering calls. Fix #5712
2021-05-26 15:24:09 +01:00
Rex
07ff5de1e1
Add 'fromScene' parameter in GameObject.destroy() method, and DESTROY event
2021-05-26 16:25:12 +08:00
Richard Davey
3b160a2e9d
Fixed jsdoc tags
2021-05-24 18:23:09 +01:00
Richard Davey
c7418bd1c3
Lint fix
2021-05-24 17:58:30 +01:00
Richard Davey
2d4326f836
Preparing for 3.56 dev
2021-05-24 17:56:08 +01:00
Richard Davey
0b944eb722
Updated version
2021-05-24 17:34:19 +01:00
Richard Davey
83fbeb97a8
Fixed jsdoc
2021-05-24 17:34:06 +01:00
Richard Davey
45ccff26e1
Fixed jsdoc name
2021-05-24 17:33:01 +01:00
Richard Davey
3a6e82a042
The WebGLShader.set1fv
, set2fv
, set3fv
, set4fv
, set1iv
, set2iv
, set3iv
, set4iv
, setMatrix2fv
, setMatrix3fv
and setMatrix4fv
methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670
2021-05-24 17:24:03 +01:00
Richard Davey
68fb156ab1
Merge pull request #5694 from sebastianfast/master
...
#5689 moved _pending to beginning of function
2021-05-24 17:02:18 +01:00
Richard Davey
048c2772be
Merge pull request #5683 from karbassi/patch-1
...
GameObjectConfig allow type object
2021-05-24 17:00:38 +01:00
Richard Davey
f562354292
Merge pull request #5656 from valadaptive/faster-measure-text
...
Improve performance of MeasureText
2021-05-24 16:57:12 +01:00
Richard Davey
4a32a5cdb8
Merge pull request #5664 from rexrainbow/container-input-2
...
Invoke `addToRenderList()` before leaving render method
2021-05-24 16:54:43 +01:00
Richard Davey
23582a43a2
Merge pull request #5673 from rexrainbow/array-methods
...
Add MoveAbove, MoveBelow methods of List structure
2021-05-24 16:53:39 +01:00
Richard Davey
16eeb80d93
Merge pull request #5695 from Patapits/master
...
Fix WebGLPipelineAttributeConfig documentation
2021-05-24 16:52:41 +01:00
Richard Davey
06028bb2cd
Merge pull request #5704 from VektreX/master
...
Fixed video not resuming on regaining focus
2021-05-24 16:51:00 +01:00
Richard Davey
5d5d87cce3
Merge pull request #5706 from consolenaut/master
...
Fix Capacitor iOS audio issue
2021-05-24 16:48:53 +01:00
Emil Schnedler Vad
9fa971902b
fixed type of ParticleEmitterConfig deathCallback to function
2021-05-24 16:42:01 +02:00
Brown Dragon
a420b6e46a
Improve ObjectHelper docs even if they are just internal only
2021-05-21 09:49:19 -04:00
Josh Black
1a0b0beaae
Add 'capacitor://' to local file check in loader File base class to allow capacitor-wrapped iOS apps to read media files
2021-05-18 08:06:45 +01:00
VektreX
b63bb53430
Reset _codePaused to false in play handlers to allow video to resume
2021-05-18 01:32:45 +02:00
Joshua Meyer
a0838c184f
dx1 !== 0 was an unnecessary restriction
...
In the previous version, if x1 == x2 the code was never able to detect an intersection even if there was one.
This limitation was because of the unnecessary division by dx1. With its removal it should work now.
2021-05-14 21:04:33 +02:00
Brown Dragon
02e67e682f
Addresses https://github.com/photonstorm/phaser/issues/5697
...
This diff adds:
* `type` support to `createFromObjects`. See https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles for the description in Tiled; this is currently not supported as a parameter, and its usage is documented within the diff.
* `createFromObjects` will also examine the tileset. As per the above link, created objects are supposed to inherit properties from the tile with the same gid, but Phaser doesn't do that right now. After this diff it optionally will, by passing an additional parameter to `createFromObjects`.
> NOTE: I'd be very happy to make this a default behavior, but that's somewhat backwards breaking
* `createFromObjects` will attempt to use the same texture and frame as Tiled when creating the object. This will behave poorly if there is no such frame (for instance, if the texture were loaded with `this.load.image` instead of `this.load.spritesheet`, or using different geometry. However, the current behavior draws missingimage, so this is a strong improvement.
2021-05-13 17:05:03 -04:00
Benjamin Magalhaes
562a05a642
Remove unused WebGLPipelineUniformsConfig
2021-05-13 15:21:35 +02:00
Benjamin Magalhaes
aa97541c3f
Fix WebGLPipelineAttributeConfig documentation
2021-05-13 13:31:18 +02:00
Sebastian Fast
df9f367b95
#5689 moved _pending to beginning of function
2021-05-13 10:52:06 +02:00
Richard Davey
1f037d7670
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-05-07 11:30:55 +01:00
Ali Karbassi
dd4ef06f97
GameObjectConfig allow type object
...
GameObjectConfig x, y, rotation, angle, and alpha should allow type object
Fixes #5682
2021-05-05 17:01:56 -05:00
Richard Davey
144924bc61
JSDoc fix
2021-05-03 18:15:29 +01:00
Richard Davey
f802ac5d8c
The Input.Pointer.event
property can now be a WheelEvent
as well.
2021-05-03 18:15:20 +01:00
Richard Davey
c5f3f377ce
Improved JSDocs
2021-04-26 10:05:57 +01:00
Rex
62ea171971
Add MoveAbove, MoveBelow methods of List structure
...
MoveAbove: Moves the given array element above another one in the array.
MoveBelow: Moves the given array element below another one in the array.
2021-04-26 15:17:42 +08:00
Richard Davey
7d3970178d
The RenderTexture.endDraw
method has a new optional boolean erase
which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
2021-04-25 20:32:56 +01:00
Richard Davey
6735f7e88e
Update Shape.js
2021-04-20 15:15:51 +01:00
Rex
fca1eb1206
Also fix it in CanvasRender
2021-04-20 21:15:46 +08:00
Rex
e6ed148abc
Invoke addToRenderList
first before leaving render method
...
Leaving render method when children count is 0
2021-04-20 10:22:59 +08:00
Richard Davey
7a12a205b8
Merge pull request #5661 from Palats/master
...
Fix Phaser.GameObjects.Components.Pipeline#postPipelines doc
2021-04-19 20:41:29 +01:00
Richard Davey
2156be011b
Update Extern.js
2021-04-19 08:52:25 +01:00
Pierre Palatin
93543d650a
Fix Phaser.GameObjects.Components.Pipeline#postPipelines doc
...
* Updates the Documentation
Describe the changes below:
The `s` was missing in the doc for `postPipelines`, leading to wrong Typescript typing and misleading documentation.
2021-04-18 17:49:32 +02:00
Richard Davey
2712e87ca2
Graphics and Shape now use the new Multi Pipeline
2021-04-16 18:19:39 +01:00
Richard Davey
9879a1062e
Merged the Graphics Pipeline functions into the MultiPipeline
2021-04-16 18:18:42 +01:00
mojixiang
7f161fa3ad
Update PutTileAt.js
2021-04-15 18:24:06 +08:00
moJiXiang
f686a9674b
fix PutTileAt tile size with releated tileset width and height, releated bug #5647
2021-04-15 18:04:14 +08:00
valadaptive
4640874643
Fix check for new text measurement results
...
actualBoundingBoxDescent is *not* defined on the TextMetrics object
returned from measureText--it's defined on its prototype. This oversight
was causing the slow path to be taken in all browsers.
2021-04-14 22:44:10 -04:00
valadaptive
4cd7706390
Only call getImageData once in MeasureText
2021-04-14 22:38:58 -04:00
Richard Davey
aaa66488dc
The Mesh
Game Object would incorrectly cull faces if the Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570
2021-04-13 14:44:46 +01:00
Richard Davey
4e2285fd05
Fixed docs
2021-04-13 14:44:38 +01:00
Richard Davey
bb1a078243
The GameObjectFactory.existing
method will now accept Layer
as a TypeScript type. Fix #5642
2021-04-13 13:42:33 +01:00
Richard Davey
c1f7753dd8
Typo. Fix #5649
2021-04-13 13:40:06 +01:00
Richard Davey
f425880db9
Merge pull request #5652 from vforsh/webgl-texture-compression
...
Improve types for WebGL texture compression support
2021-04-13 13:37:45 +01:00
Richard Davey
896befc722
Merge pull request #5639 from mattjennings/fix/load-video-by-config
...
Fix incorrect key when loading a Video with a config object
2021-04-13 13:36:34 +01:00
Richard Davey
3c3b32ec77
Merge pull request #5641 from samme/fix/UpdateList-shutdown
...
Fix scene PRE_UPDATE handlers removed at scene shutdown
2021-04-13 13:33:52 +01:00
Richard Davey
d86962e344
Merge pull request #5638 from samme/patch-9
...
Docs: fix type for KeyboardPlugin#manager
2021-04-13 13:31:42 +01:00
Vladislav Forsh
670a66c697
Improve types for WebGL texture compression support
...
(cherry picked from commit 5626acffec17c6b4d66c78b8e0aa52e5cfcd8478)
2021-04-13 13:19:24 +03:00
Trissolo
8ae19dee83
Fixed - Math#ToXY: now the existing vector passed as 'out' is setted even if 'index' is 0.
2021-04-05 10:31:21 +02:00
samme
2856b1ab3a
Fix clearing PRE_UPDATE by mistake
2021-04-02 19:02:14 -07:00
Matt Jennings
33014d8d6a
fix key not being correct when loading video via config object
2021-04-02 15:18:40 -05:00
samme
9e4d693481
Docs: fix type for KeyboardPlugin#manager
2021-04-02 10:31:49 -07:00
moJiXiang
7579702b7a
fix tilemap draw offset, maybe it is a bug, related issue #5633
2021-04-01 18:43:27 +08:00
Richard Davey
5c8ecbcf99
Fixed jsdoc layout in #5631
2021-03-30 10:41:43 +01:00
Richard Davey
ad7f1d52e4
Merge pull request #5631 from samme/docs/scene-events
...
Docs: fix scene events example code
2021-03-30 10:34:11 +01:00
Richard Davey
8c47d54e4d
Added missing docs. Fix #5629
2021-03-30 10:30:02 +01:00
Richard Davey
72959cf953
Core.Config.domPointerEvents
is a new config property set via dom: { pointerEvents }
within the Game Config that allows you to set the pointerEvents
css attribute on the DOM Element container.
2021-03-30 10:23:45 +01:00
Richard Davey
b280f3f400
GameObjects.DOMElement.pointerEvents
is a new property that allows you to set the pointerEvents
attribute on the DOM Element CSS. This is auto
by default and should not be changed unless you know what you're doing.
2021-03-30 10:23:23 +01:00
Richard Davey
baa8003f7c
Preparing for 3.55 dev
2021-03-30 09:33:25 +01:00
samme
0482d4c563
Docs: fix scene events example code
2021-03-28 10:20:33 -07:00
Richard Davey
4fea76252b
3.54.0 Release
2021-03-26 15:31:33 +00:00
Richard Davey
040730defe
Update WebAudioSoundManager.js
2021-03-26 11:24:56 +00:00
Richard Davey
033efd8bb8
Use var and pass mapKey to constructor
2021-03-26 11:11:21 +00:00
Richard Davey
baa5fdfd8c
ScenePlugin.pluginKey
is a new string-based property, set by the PluginManager
that contains the key of the plugin with the Scene Systems.
2021-03-26 10:28:26 +00:00
Richard Davey
f060fec275
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-03-26 10:05:54 +00:00
Richard Davey
d3d73d4c09
Update WebAudioSoundManager.js
2021-03-26 10:05:47 +00:00
Andrii Barvynko
c7fd4c4e0a
Allow to have one row matrix in CheckMatrix
2021-03-26 12:03:39 +02:00
Richard Davey
dc980a6a49
Merge pull request #5621 from vforsh/master
...
Add Phaser.Math.Median method
2021-03-26 09:46:17 +00:00
Richard Davey
2bc03795cb
Merge pull request #5622 from samme/docs/Vector2
...
Docs: Vector2Like args for Vector2 methods
2021-03-26 09:45:19 +00:00
Richard Davey
b4e3f25116
Merge pull request #5619 from samme/patch-8
...
Docs: fix generic type for GameObjectFactory#existing
2021-03-26 09:44:45 +00:00
Richard Davey
1861174c21
When an Animation has skipMissedFrames
set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620
2021-03-26 09:43:36 +00:00
samme
77d14af82a
Docs: Vector2Like args for Vector2
2021-03-25 11:54:15 -07:00
Vladislav Forsh
953dd93e9a
Add Phaser.Math.Median method
2021-03-25 17:42:22 +03:00
samme
f35ab198f7
Docs: fix generic type for GameObjectFactory#existing
2021-03-24 18:00:44 -07:00
Richard Davey
e5f4548961
The WebAudioSoundManager.onFocus
method will now test to see if the state of the AudioContext
is interrupted
, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790
2021-03-24 17:37:40 +00:00
Richard Davey
d3b188d670
The Scenes.Systems.install
method has been removed. It's no longer required and would throw an error if called. Fix #5580
2021-03-24 16:43:40 +00:00
Richard Davey
29d38b3283
Updated docs
2021-03-24 16:36:22 +00:00
Richard Davey
e9da34e39f
Docs update. Fix #5604
2021-03-24 16:30:33 +00:00
Richard Davey
b7e678cf6c
Update GameConfig.js
2021-03-24 16:30:33 +00:00
Richard Davey
7411c805b8
Version fix
2021-03-24 16:30:33 +00:00
Richard Davey
c863a59223
Merge pull request #5569 from krotovic/feat/tsgen-this-function
...
Add support for `this` in function definitions
2021-03-24 16:06:25 +00:00
Richard Davey
2982b866da
Merge pull request #5612 from veleek/benran/keyboardshutdown
...
Remove and destry all Keys in Scene.Shutdown()
2021-03-24 16:01:08 +00:00
Richard Davey
0806f36685
Merge pull request #5589 from neil-h/master
...
Stop RGBToString from returning CSS strings with decimal places
2021-03-24 15:56:27 +00:00
Richard Davey
ddb62c7aa8
Merge pull request #5614 from workadventure-xce/fix/dom_elements_container_style
...
Do not set pointer-events property on DOM elements container
2021-03-24 15:51:26 +00:00
Richard Davey
9aa08a4a4f
Merge pull request #5606 from vforsh/master
...
Fix #5545
2021-03-24 15:46:41 +00:00
Richard Davey
3da806cdb3
Merge pull request #5601 from masterT/master
...
Documentation Group#getMatching example fix
2021-03-24 15:44:35 +00:00
Richard Davey
89c9a4caaa
Merge pull request #5598 from samme/patch-7
...
Docs: fix RenderTexture params
2021-03-24 15:43:57 +00:00
Richard Davey
20831604c7
Fixed missing backgroundColor
property in GameConfig.
2021-03-24 15:42:55 +00:00
Richard Davey
bd9fbfe077
Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List
2021-03-24 15:39:30 +00:00
Richard Davey
da44c1e3fb
JSDoc fix
2021-03-24 15:39:09 +00:00
PizZaKatZe
9891223a81
Do not set pointer-events property on DOM elements container
...
Fixes #5594 .
If I understand correctly, #5504 tried to achieve the property is left
at its default value. The fact that the DOM container also defines it
was probably overlooked. :-)
2021-03-21 20:08:32 +01:00
Ben Randall
e0f26f6b9d
Remove and destry all Keys in Scene.Shutdown()
2021-03-17 20:01:24 -07:00
Vladislav Forsh
ab202efea7
Handle case when fromAtlas could be undefined
2021-03-17 10:26:47 +03:00
Vladislav Forsh
22edb0d95f
Update fromAtlas property on font change
2021-03-16 19:44:26 +03:00
Vladislav Forsh
2418b7f484
Fix #5545
2021-03-16 18:04:38 +03:00
Simon Thiboutôt
e15f51c3e0
Fix getMatching example.
2021-03-14 08:49:53 -04:00
samme
43bd8d124c
Docs: fix RenderTexture params
2021-03-11 20:53:59 -08:00
Richard Davey
f39c6d1ee6
Typo
2021-03-10 11:53:49 +00:00
Richard Davey
dd448f505a
Preparing for 3.54
2021-03-10 11:53:37 +00:00
Richard Davey
e2f19617f3
3.53.1 Release
2021-03-08 16:37:16 +00:00
Richard Davey
8171c70bf5
Removed duplicate property
2021-03-08 15:06:05 +00:00
Richard Davey
87868d98b9
Uses new Display List methods and added new parameter to destroy. Fix #5576
2021-03-03 18:05:27 +00:00
Richard Davey
425594cb8e
Layer.addChildCallback
and removeChildCallback
will now use the new addToDisplayList
and removeFromDisplayList
Game Object methods.
2021-03-03 18:01:18 +00:00
Richard Davey
27806dad9c
Container.addHandler
will now use the new addToDisplayList
and removeFromDisplayList
Game Object methods.
2021-03-03 18:00:34 +00:00
Richard Davey
d59a7868a3
DisplayList.addChildCallback
will now use the new addToDisplayList
and removeFromDisplayList
Game Object methods.
2021-03-03 18:00:24 +00:00
Richard Davey
a01ed4ff73
Added addToDisplayList
, addToUpdateList
, removeFromDisplayList
and removeFromUpdateList
methods.
2021-03-03 17:58:12 +00:00
Neil Haskins
6ec5868f3a
Update RGBToString.js
...
Prevent adding decimal places behind RGB string with '#' prefix.
2021-03-02 11:30:38 -08:00
Richard Davey
e954547cf7
The PipelineManager.rebind
method will now flag all pipelines as glReset = true
, so they know to fully rebind the next time they are invoked.
2021-03-01 17:50:40 +00:00
Richard Davey
8d7519b84d
* WebGLPipeline.glReset
is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind
to rebind
instead to restore the pipeline state.
...
The `WebGLPipeline.rebind` method now accepts an optional parameter `currentShader`. If provided it will set the current shader to be this after the pipeline reset is complete.
2021-03-01 17:50:39 +00:00
Richard Davey
dc4942ca30
Merge pull request #5568 from samme/feature/camera-controls-zoom
...
Add min and max zoom to camera controls
2021-03-01 16:41:16 +00:00
Richard Davey
f001d6db2e
Merge pull request #5577 from samme/patch-6
...
Docs: damping in Phaser.Physics.Arcade.Body#drag
2021-03-01 16:39:47 +00:00
Richard Davey
d22e3567c7
Fixed a conditional bug in Arcade Physics ProcessX
when Body2 is Immovable and Body1 is not
2021-02-25 14:40:34 +00:00
samme
ea7a9aa132
Docs: damping in Phaser.Physics.Arcade.Body#drag
2021-02-23 09:53:42 -08:00
Richard Davey
a3bcf4beb1
Improved JSDocs
2021-02-23 17:12:12 +00:00
Richard Davey
d3536fb138
Merge pull request #5574 from samme/fix/canvas-particle-emitter-follow
...
Fix wrong particle position when following a sprite with Canvas renderer
2021-02-22 10:29:25 +00:00
samme
3248971411
Fix wrong particle follow position
...
Fixes #5457
2021-02-21 11:30:32 -08:00
Lukáš Krotovič
f5f3411aac
Add @this
into CreateSceneFromObjectConfig callbacks
2021-02-19 08:48:16 +01:00
Richard Davey
8a6a4a7219
If TextureSource.destroy
has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.
2021-02-17 13:11:12 +00:00
Richard Davey
a95c34ce92
WebGLRenderer.deleteTexture
will now run resetTextures(true)
first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
2021-02-17 13:10:10 +00:00
Richard Davey
74fd1531bc
Matter.Components.Sleep.setToSleep
and setAwake
were documented as returning this
, however they didn't return anything. Both now return this
correctly. Fix #5567
2021-02-17 13:08:24 +00:00
Richard Davey
6761ec92f5
Fixed docs. Fix #5484
2021-02-16 13:32:13 +00:00
Richard Davey
372ca3bd4a
Better JSDocs and types
2021-02-16 13:21:31 +00:00
Richard Davey
e96cab1784
Improved documentation. Fix #5554
2021-02-16 13:09:30 +00:00
Richard Davey
7cbf3840af
SceneManager.loadComplete
will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start
console warnings after each Scene finishes loading.
2021-02-16 12:59:08 +00:00
Richard Davey
3deb6672aa
RenderTarget.resize
will now Math.floor
the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment
errors. Fix #5563
2021-02-16 12:32:55 +00:00
Richard Davey
b082ef0967
The Actions.PlayAnimation
arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame
parameter has been replaced with ignoreIfPlaying
. The function will also only call play
if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555
2021-02-16 11:53:12 +00:00
Richard Davey
0c05d681e6
Update ParseTilesets.js
2021-02-16 11:44:49 +00:00
Richard Davey
e8fe16c417
Fixed function name and formatting #5292
2021-02-16 11:44:43 +00:00
Richard Davey
be2dad8a70
Merge pull request #5292 from browndragon/tiled
...
Fix up tiled json parsing.
2021-02-16 11:35:24 +00:00
Richard Davey
6b960464b5
Merge pull request #5504 from endel/patch-1
...
allow to customize pointerEvents for dom elements
2021-02-16 11:29:26 +00:00
Richard Davey
c5766a68a4
Merge pull request #5540 from samme/feature/shape-setDisplaySize
...
Add Phaser.GameObjects.Shape#setDisplaySize()
2021-02-16 11:18:23 +00:00
Richard Davey
a73b2b31ac
Merge pull request #5546 from xuxucode/patch-1
...
Fix PlaceOnRectangle JSDoc
2021-02-16 11:14:50 +00:00
Richard Davey
79d7dadac9
Merge pull request #5551 from samme/fix/line-curve-tangent-out
...
Fix missing output arg in Phaser.Curves.Line#getTangent
2021-02-16 11:11:49 +00:00
Richard Davey
4b3a0009ee
Merge pull request #5559 from mattjennings/fix-5558
...
Fixes #5558
2021-02-16 10:56:01 +00:00
Richard Davey
a05da72739
DOMElementCSSRenderer
will now return early if src.node
doesn't exist or is null, rather than trying to extract the style
property from it. Fix #5566
2021-02-16 10:48:35 +00:00
samme
e2384f8961
Add min and max zoom to camera controls
2021-02-14 21:07:37 -08:00
Matt Jennings
72fd48abc4
safely check for renderer in TileSprite
2021-02-11 16:00:24 -06:00
Matt Jennings
a29523de53
safely check for renderer in BitmapMask
2021-02-11 15:57:40 -06:00
Matt Jennings
d30c1682d2
check that renderer exists before accessing renderer.type ( fixes #5558 )
2021-02-11 15:43:16 -06:00
Richard Davey
3493c4cd7b
Merge pull request #5523 from veleek/veleek/tiledobjectprops
...
Load Tiled object properties using names.
2021-02-10 09:30:56 +00:00
samme
bdca6f28f3
Fix missing out arg in Curves.Line#getTangent
2021-02-09 09:44:06 -08:00
xuxu
c3d3461a38
Fix PlaceOnRectangle JSDoc
...
The shift value defaults to 0
2021-02-07 21:43:19 +08:00
Richard Davey
dff17f52e8
The LightPipeline
now only calls batchSprite
, batchTexture
and batchTextureFrame
if the Scene Lights Manager is active. Fix #5522
2021-02-04 16:38:09 +00:00
Richard Davey
b40010b86b
Fixed JSDocs
2021-02-04 16:27:02 +00:00
Richard Davey
aaf51dc7ce
The LightsManager.addPointlight
method now has full JSDocs and the attenuation
parameter.
2021-02-04 16:19:19 +00:00
Richard Davey
79468de255
ESLint fix
2021-02-04 16:11:09 +00:00
Richard Davey
5176fcfacd
The Canvas Renderer will no longer run a fillRect
if clearBeforeRender
is false
in the Game Config.
2021-02-04 16:06:47 +00:00
Richard Davey
c5cbb413d2
You can now set the boolean preserveDrawingBuffer
in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true
to retain them.
2021-02-04 15:58:41 +00:00
Richard Davey
bfbf665676
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-02-04 15:32:43 +00:00
Richard Davey
d1a08da63d
Update RenderConfig.js
2021-02-04 15:28:35 +00:00
Richard Davey
895d684c15
Merge pull request #5521 from edemaine/patch-1
...
Fix setPolygon documentation
2021-02-04 15:20:02 +00:00
Richard Davey
641a7c5d99
Merge pull request #5533 from veleek/veleek/isometricfix
...
Fix IsometricWorldToTileXY result
2021-02-04 15:17:54 +00:00
Richard Davey
e5f05fa248
Merge pull request #5541 from samme/feature/scene-prerender-event
...
Add Phaser.Scenes.Events.PRE_RENDER event
2021-02-04 15:04:07 +00:00
Richard Davey
46f127b0af
Merge pull request #5517 from rexrainbow/input-bug
...
Fix input bug
2021-02-04 14:59:43 +00:00
Richard Davey
01df296304
Merge pull request #5539 from somechris/from-percent-min-fix
...
Allow non-zero `min` in `FromPercent`
2021-02-04 14:53:41 +00:00
Richard Davey
f727171717
Merge pull request #5543 from samme/feature/warn-invalid-json
...
Warn and call onProcessError() for invalid JSON
2021-02-04 14:50:43 +00:00
samme
ff1afb4976
Warn and call onProcessError() for invalid JSON
...
Then rethrow
2021-02-03 11:58:29 -08:00
Richard Davey
a10919391a
type fix
2021-02-01 15:17:59 +00:00
Richard Davey
23987112e1
Update WebAudioSound.js
...
* The `WebAudioSound.audioBuffer` property is no longer private.
* The `WebAudioSound.source` property is no longer private.
* The `WebAudioSound.loopSource` property is no longer private.
* The `WebAudioSound.muteNode` property is no longer private.
* The `WebAudioSound.volumeNode` property is no longer private.
* The `WebAudioSound.pannerNode` property is no longer private.
* The `WebAudioSound.hasEnded` property is no longer private, but _is_ read only.
* The `WebAudioSound.hasLooped` property is no longer private, but _is_ read only.
2021-02-01 15:17:48 +00:00
Richard Davey
c20b06b259
Made most properties public. Fix #5531
...
* The `WebAudioSoundManager.createAudioContext` method is no longer private.
* The `WebAudioSoundManager.context` property is no longer private.
* The `WebAudioSoundManager.masterMuteNode` property is no longer private.
* The `WebAudioSoundManager.masterVolumeNode` property is no longer private.
* The `WebAudioSoundManager.destination` property is no longer private.
2021-02-01 15:17:37 +00:00
Christian Aistleitner
cbf3957a33
Allow non-zero min
in FromPercent
...
`FromPercent` silently assumed `min` to be 0. Shifting the result by
`min` makes it work as documented and gives a value between `min` and
`max`.
Our uses of `FromPercent` only have `min` at 0, so there is no
regression in our code. This is merely a fix for 3rd party users.
2021-01-31 21:08:46 +01:00
samme
7ba9d7ea8b
Docs: update scene event flow (PRE_RENDER)
2021-01-30 11:02:42 -08:00
samme
1145fd41bb
Add Phaser.Scenes.Events#PRE_RENDER event
...
By Phaser.Scenes.Systems#render
2021-01-30 11:02:42 -08:00
samme
a8e05cec3e
Add Phaser.GameObjects.Shape#setDisplaySize()
2021-01-30 09:33:21 -08:00
Rex
ee16c63987
Fix parameter name bug
2021-01-29 09:32:45 +08:00
Ben Randall
40ff85bdc5
Fix IsometricWorldToTileXY result
...
IsometricWorldToTileXY returns a tile that is offset by (-0.5, 0.5)
tiles from the expected location. This fixes the function so that
Tile => World => Tile conversion returns the same value.
2021-01-28 12:25:51 -05:00
Ben Randall
fea65988f4
Load Tiled object properties.
...
Tiled objects have properties as an array of objects like:
{ name: ..., type: ..., value: ...}
Update the parser to load these using the name/value properties instead
of just treating it as an array and loading properties named '0', '1',
etc. This is the same as how properties are handled in ParseTilesets.js
2021-01-23 14:59:33 -05:00
Erik Demaine
3accf46223
Fix setPolygon documentation
...
The order of arguments in `Body.setPolygon`'s documentation was the opposite from the actual code.
2021-01-22 20:13:25 -05:00
Rex
7f610eef98
Fix input bug
2021-01-21 11:13:33 +08:00
James Pettit
44fb0e2086
Fix typing of MapData objects.
...
I believe that objects is going to be an array as the result of calling this function: 7834095789/src/tilemaps/parsers/tiled/ParseObjectLayers.js (L20)
I'm not 100% sure on the type of the array elements (Phaser.Types.Tilemaps.ObjectLayerConfig), but that appears to be what ParseObjectLayers returns.
2021-01-19 15:17:12 -08:00
Richard Davey
c9b68c167a
Bail out of Device tests if running inside a Web Worker
2021-01-19 09:40:59 +00:00
Richard Davey
e0d22da461
IE9 polyfills are no longer part of the core build
2021-01-19 09:40:30 +00:00
Richard Davey
5e1da21c4d
Created new IE9 specific build
2021-01-19 09:40:09 +00:00
Richard Davey
332d9c85cb
BlitterWebGLRenderer
was calling an out-dated function setRenderDepth
instead of addToRenderList
2021-01-14 17:09:04 +00:00
Endel Dreyer
1919bbdfb8
allow to customize pointerEvents for dom elements
2021-01-14 10:54:29 -03:00
Richard Davey
a7498e5994
Preparing for 3.53.0 dev
2021-01-14 11:35:44 +00:00
Richard Davey
9116eddf99
Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the __BASE
frame to get the texture offset, rather than the first frame in the set. Fix #5462 #5501
2021-01-14 11:06:04 +00:00
Richard Davey
b1697f5e09
Merge branch 'master' of https://github.com/photonstorm/phaser
2021-01-14 10:19:38 +00:00
Richard Davey
357a4fc82d
AtlasJSONFile
, AtlasXMLFile
, BitmapFontFile
and UnityAtlasFile
will now call File.pendingDestroy
, clearing up the resources it used during load and emiting a missing FILE_COMPLETE
event. Fix #5495
2021-01-14 10:19:24 +00:00
Richard Davey
b9162847bb
Merge pull request #5498 from lackhand/patch-1
...
Update Mesh.js documentation around panZ
2021-01-14 10:02:12 +00:00
Richard Davey
a5ffb59eb2
Merge pull request #5503 from kainage/banner-url-color
...
Transparent background for banner gameURL
2021-01-14 09:57:47 +00:00
Richard Davey
5bae5c5eb6
Merge pull request #5499 from lackhand/patch-2
...
Fix typo in GenerateVerts.js
2021-01-14 09:54:19 +00:00
Richard Davey
d1ece18c93
The method TilemapLayer.weightedRandomize
has changed so that the parameter weightedIndexes
is now first in the method and is non-optional. Previously, it was the 5th parameter and incorrectly flagged as optional. This change was made to the docs but not the parameters, but now works according to the docs
2021-01-14 09:48:16 +00:00
kainage
1e0bae4e21
Use transparent background for banner gameURL to support different browser color themes
2021-01-13 22:33:05 -08:00
Andrew Cunningham
36b3de1748
Make GenerateVertsResults verts
-> vertices
...
Update typedefs to match the new spelling.
2021-01-13 18:46:07 -05:00
Andrew Cunningham
56fc62a21a
Fix typo in GenerateVerts.js
...
The result contains `["verts"]`, but the caller expects [`["vertices"]`](d67c93646c/src/gameobjects/mesh/Mesh.js (L705)
). Better to expand the field name (IMO).
2021-01-13 18:36:33 -05:00
Andrew Cunningham
724c2f59d5
Update Mesh.js documentation around panZ
...
This adds warnings about orthographic and perspective cameras, documents setOrtho & panZ with sane (ish) default values for the default projection matrix, and updates the example code in the file.
These changes could go further; I would love it if the default mechanisms "agreed" (so that feeding it z=0 vertex values "just worked"), but that's probably a difficult backwards facing change.
Inspired by https://github.com/photonstorm/phaser/issues/5380 .
2021-01-12 14:28:52 -05:00
Richard Davey
15908ce271
getPostPipeline will now return an array of them all if there is more than one instance
2021-01-11 17:17:00 +00:00
Richard Davey
9ad922f56d
Moved renderList to BaseCamera
2021-01-11 09:46:50 +00:00
Richard Davey
1c8662dc1f
Call addToRenderList
2021-01-07 14:52:08 +00:00
Richard Davey
616566c35a
Renamed sortGameObjects
to sortDropZones
and then repurposed the old method for the new render list sorting technique.
2021-01-07 12:32:00 +00:00
Richard Davey
00d8b6a009
Invoke camera.addToRenderList
method
2021-01-07 12:31:31 +00:00
Richard Davey
dc925267fc
Added the new renderList
property and addToRenderList
method
2021-01-07 12:31:12 +00:00
Richard Davey
5481a64023
Clear the render list if not destroying the camera
2021-01-07 12:30:46 +00:00
Richard Davey
3db77c7a10
Use Scene Display List if not available
2021-01-07 12:22:09 +00:00
Richard Davey
c6ad8b1306
Better parameter name
2021-01-07 11:03:59 +00:00
Richard Davey
ceac5bdd4a
Lint fix.
2021-01-06 11:07:14 +00:00
Richard Davey
22e170e417
Updated documentation. Fix #5488
2021-01-06 11:07:05 +00:00
jdcook
b935c5bf03
added null check for WebAudio pannerNode
2021-01-05 16:37:24 -06:00
Richard Davey
f7a41b7301
Preparing for 3.52
2021-01-05 17:59:00 +00:00
Richard Davey
c124d4c0a6
Merge pull request #5467 from rexrainbow/improve-postfx-pipeline
...
Remove a type of Post Pipeline instances, not only a single instance
2021-01-04 16:14:48 +00:00
Richard Davey
a19e4770df
The Layer
Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties parentContainer
, tabIndex
, input
and body
. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: setInteractive
, disableInteractive
and removeInteractive
. A Layer cannot be enabled for input or have a physics body. Fix #5459
2021-01-04 16:11:33 +00:00
Richard Davey
b71bfcf7ba
The error RENDER WARNING: there is no texture bound to the unit ...
would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464
2021-01-04 15:51:14 +00:00
Richard Davey
4fbdbb8a04
The error RENDER WARNING: there is no texture bound to the unit ...
would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464
2021-01-04 15:51:02 +00:00
Richard Davey
a765b7edfc
WebGLRenderer.isTextureClean
is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
2021-01-04 15:49:39 +00:00
Richard Davey
5457e463b1
Use displayList.getIndex
2021-01-04 12:43:34 +00:00
Richard Davey
2a38e78bb4
Layer.destroy
will now call destroy
on all of its children as well. Layer.destroy
will now emit the DESTROY
event at the start of the method. Fix #5466
2021-01-04 11:59:00 +00:00
Richard Davey
cf2c607ac1
Canvas Tilemap Rendering is now working again. Fix #5480
2021-01-04 11:52:35 +00:00
Richard Davey
1b0649ed34
Fixed issue causing Cannot read property 'pipelines' of null
to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468
2021-01-04 11:22:00 +00:00
Richard Davey
a3726a9f68
Merge pull request #5472 from cjw6k/master
...
Check event.type in duplicate event bailout
2020-12-30 14:06:05 +00:00
Richard Davey
e70e3a3a80
Preparing for 3.51
2020-12-29 13:11:03 +00:00
cjw6k
19c2874166
Added prevType to constructor.
2020-12-28 17:37:54 -04:00
cjw6k
8771c81649
Check event.type in duplicate event bailout
...
Fixes #5471 .
2020-12-27 17:24:14 -04:00
Rex
60c42016b6
Remove a type of Post Pipeline instances, not only a single instance
2020-12-25 17:05:50 +08:00
Richard Davey
b3b74a1108
3.50.1
2020-12-21 13:28:38 +00:00
Richard Davey
afda0febcd
The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stero panner node is now only created if supported. Fix #5460
2020-12-21 13:28:22 +00:00
Richard Davey
ba1570089c
Namespace adjustments
2020-12-17 11:40:03 +00:00
Richard Davey
e7aff5d0dc
Data type fix
2020-12-16 10:25:27 +00:00
Richard Davey
6912124780
Fixed docs
2020-12-15 16:05:34 +00:00
Richard Davey
7880087fd8
Removing beta status
2020-12-14 14:31:09 +00:00
Richard Davey
3e9350ed05
Added JSDocs
2020-12-14 14:07:57 +00:00
Richard Davey
67b3f812f8
JSDocs
2020-12-14 13:50:50 +00:00
Richard Davey
4fb03907ba
Stricter removal
2020-12-14 13:50:44 +00:00
Richard Davey
00ec07d67f
JSDoc update
2020-12-14 13:36:51 +00:00
Richard Davey
cbe1a3219a
JSDoc improvements
2020-12-14 13:33:42 +00:00
Richard Davey
e08b5386dd
Removed follow from render code
2020-12-14 11:51:16 +00:00
Richard Davey
7ff4c5958b
Fire particle from follower position. Fix #5437
2020-12-14 11:46:19 +00:00
Richard Davey
675e83e539
Fix inverted RenderTexture snapshot. Fix #5445
2020-12-14 10:52:05 +00:00
Richard Davey
2a49b4aa80
The WebAudioSoundManager
will no longer try to unlock itself if the Game hasn't already booted and been added to the DOM. It will now wait for the BOOT
event and unlock based on that. Fix #5439
2020-12-14 10:37:00 +00:00
Richard Davey
33253a7469
Fixed version numbers and JSDocs. #5274
2020-12-14 10:11:30 +00:00
Richard Davey
dde5b250e3
Merge pull request #5274 from pi-kei/sound-panning
...
Add ability to pan sounds
2020-12-14 10:00:33 +00:00
Richard Davey
1d58620e35
Don't render debug if not orthogonal #5447
2020-12-14 09:48:29 +00:00
Richard Davey
f5376b20a4
BitmapText Drop Shadow working. Fix #5446
2020-12-14 09:34:32 +00:00
Richard Davey
5a532da7bf
Disable scissor before clearing.
2020-12-14 09:08:28 +00:00
Richard Davey
c83622d349
Always return polygon, even if points <= 2.
2020-12-14 09:03:35 +00:00
Richard Davey
0cd192eec8
Swapped for Color component. Fix #5435
2020-12-11 15:56:21 +00:00
Richard Davey
1a65f50a25
Added new renderDirect
hook which RenderTexture can use. Fix #5431
2020-12-11 13:40:53 +00:00
Richard Davey
166c333d13
Should rebind shaders too
2020-12-11 12:41:48 +00:00
Richard Davey
ab1646c2a0
Update BaseCamera.js
2020-12-11 12:41:35 +00:00
Richard Davey
9412a93fdb
Remove log
2020-12-11 11:46:28 +00:00
Richard Davey
59e89fa788
All Game Objects will now listen for ADDED_TO_SCENE and REMOVED_FROM_SCENE events and call the handlers. Therefore, removed GO specific implementations.
2020-12-11 11:44:21 +00:00
Richard Davey
519afd031b
Fixed Camera Fade Effect check. Fix #5438
2020-12-11 11:29:16 +00:00
Richard Davey
32440cb238
Defaults to renderer aspect ratio to help with issues like #5444
2020-12-11 11:05:47 +00:00
Richard Davey
69f4a6d8fb
Added getAspectRatio method
2020-12-11 11:05:20 +00:00
Richard Davey
e4be6dbc90
Fixed JSDocs and removed unused method
2020-12-11 10:33:53 +00:00
Richard Davey
11990bccb4
Added global projection matrix back and removed events
2020-12-11 10:26:15 +00:00
Richard Davey
0d67548343
Compare projection matrix with renderer
2020-12-11 10:24:47 +00:00
Richard Davey
8839007e0f
Update the projection matrix on bind
2020-12-11 10:24:27 +00:00
Richard Davey
dbae58368d
Removed event as no longer required
2020-12-11 10:24:15 +00:00
Richard Davey
27da1dfa4b
Clear just the color buffer
2020-12-11 10:24:05 +00:00
Richard Davey
1857c3f2da
Send dimensions and reset scissors
2020-12-10 18:07:41 +00:00
Richard Davey
7acbd816f3
Added new Projection Update event and respond to it
2020-12-10 18:07:25 +00:00
Richard Davey
4f5cedde03
Better method name. Reset once done.
2020-12-10 16:58:34 +00:00
Richard Davey
f1dbea4ead
beginCapture can accept dimensions. Reset scissor enables even if same size. Always set drawing height.
2020-12-10 16:55:00 +00:00
Richard Davey
21b968363c
Don't resize if already same size. Better binding handling.
2020-12-10 16:53:48 +00:00
Richard Davey
2be3b7aa59
Fixed typos
2020-12-10 16:53:26 +00:00
Patrick Sletvold
d327a4da34
Add Config types for ParticleEmitterManager and Mesh
2020-12-10 11:40:01 +01:00
Patrick Sletvold
f1836738a0
Merge remote-tracking branch 'origin/master' into Fix_object_types
2020-12-10 11:23:35 +01:00
Richard Davey
73a0c9d2ce
Remove unused code
2020-12-09 18:04:53 +00:00
Richard Davey
e03c514b03
Fixed WebGL erase mode
2020-12-09 15:55:11 +00:00
Richard Davey
197aa9df0f
Update WebGLRenderer.js
2020-12-09 15:55:02 +00:00
Richard Davey
edbef4a04a
Added eraseMode parameter
2020-12-09 15:54:56 +00:00
Richard Davey
16d4d11939
Final fixes to blitFrame
2020-12-09 15:20:09 +00:00
Richard Davey
1cb6d525be
New blitFrame working. Now to adjust when src > target height.
2020-12-09 14:08:24 +00:00
Richard Davey
daadb7d5b6
Fixed way in which custom vertices are defined in the config
2020-12-09 12:18:16 +00:00
Richard Davey
827851d02c
Update RenderTexture.js
2020-12-08 17:54:37 +00:00
Richard Davey
0c4eec0fd9
Now using new Render Target approach (texture blend still need to be added)
2020-12-08 17:38:42 +00:00
Richard Davey
54e306fe3e
Added setProjectionMatrix and all of the new pipeline events
2020-12-08 17:38:19 +00:00
Richard Davey
5f279bf4a4
Added RenderTarget, begingCapture, endCapture, resetScissor and resetViewport
2020-12-08 17:37:59 +00:00
Richard Davey
f93c3ea05f
Added Pipeline events
2020-12-08 16:15:46 +00:00
Richard Davey
f18d615b40
Update SpriteWebGLRenderer.js
2020-12-08 16:15:16 +00:00
Richard Davey
c2bce98532
Added copyFrameRect method
2020-12-08 16:15:06 +00:00
Richard Davey
cb71fe35cd
Fixed name #5432
2020-12-07 17:10:25 +00:00
Richard Davey
3154bf2e6f
Update Container.js
2020-12-07 13:11:49 +00:00
Richard Davey
79d252589f
Update Rope.js
2020-12-07 13:09:45 +00:00
Richard Davey
7dba1c4b2f
Update BaseCamera.js
2020-12-07 13:09:12 +00:00
Richard Davey
607fb6ff7c
Make docs crystal clear
2020-12-07 12:25:57 +00:00
Richard Davey
d6d5c09552
The Shader
Game Object now supports being able to use a Render Texture as a sampler2D
texture on the shader. Fix #5423
2020-12-07 12:19:42 +00:00
Richard Davey
15a6f50d2c
Fixed functions not appearing in the namespace. Fix #5432
2020-12-07 10:11:47 +00:00
Richard Davey
0951a1d2ea
Fixed tint property. Fix #5433
2020-12-07 09:42:21 +00:00
Richard Davey
402e6d23b1
Testing making the pipeline responsible for setting the buffer to cut down on potential points of failure
2020-12-04 18:06:16 +00:00
Richard Davey
c6489cf730
Remove un-used shader
2020-12-04 15:29:55 +00:00
Richard Davey
08b304372c
Made the Render Events global, not WebGL specific and allowed Canvas Renderer to emit them too
2020-12-04 15:07:26 +00:00
Richard Davey
682a85c683
Preparing for beta 13
2020-12-04 13:50:02 +00:00
Richard Davey
509fbcae44
Update PipelineManager.js
2020-12-04 13:40:32 +00:00
Richard Davey
725271249f
No tileset? Continue the loop.
2020-12-04 13:07:14 +00:00
Richard Davey
e2ccfffd3b
Split up the classes to avoid plugin issues. Fix #5420
2020-12-04 13:04:48 +00:00
Richard Davey
a7f246a241
Swap queue order
2020-12-04 12:55:26 +00:00
Richard Davey
e0ae7ef14e
Update TransformMatrix.js
2020-12-04 12:00:31 +00:00
Richard Davey
dab806e371
Can use same matrix
2020-12-04 12:00:23 +00:00
Richard Davey
edc076674e
New Resize handler. Fix #5412
2020-12-04 11:59:47 +00:00
Richard Davey
4d872e2e9d
RenderTexture.erase
has never worked when using the Canvas Renderer and a texture frame, only with Game Objects. It now works with both. Fix #5422
2020-12-03 15:46:26 +00:00
Richard Davey
6bb6ff8ef4
Updated JSDocs to clarify issue. Fix #4692
2020-12-03 15:14:34 +00:00
Richard Davey
077d53309b
BitmapMask
would become corrupted when resizing the Phaser Game, either via the Scale Manager or directly, because the framebuffer and texture it used for rendering was still at the old dimensions. The BitmapMask now listens for the Renderer RESIZE event and re-creates itself accordingly. Fix #5399
2020-12-03 15:06:54 +00:00
Richard Davey
38b6d83462
Fixed Canvas Alpha RenderTexture issue. Fix #5426
2020-12-03 14:48:21 +00:00
Richard Davey
8ff62d40af
Moved event emitter. Fix #5427
2020-12-03 14:34:32 +00:00
Richard Davey
0d6d7848cd
No need for dirty property
2020-12-03 14:31:54 +00:00
Richard Davey
82c1ea87da
Reset the projection matrix to avoid cache by reference errors. Fix #5425
2020-12-03 14:31:45 +00:00
Richard Davey
3344fc12bf
Added resetUniform
method
2020-12-03 14:31:21 +00:00
Richard Davey
103b91a69d
Add attenuation parameter and fixed color divisor
2020-12-03 12:52:36 +00:00
Richard Davey
d2b8f0b7e4
Factor in Camera Zoom to radius
2020-12-03 12:52:12 +00:00
Richard Davey
8174ec2daf
Fixed light distance and max test
2020-12-03 11:11:41 +00:00
Richard Davey
4d7435f468
Update LightPipeline.js
2020-12-03 11:11:30 +00:00
Richard Davey
97d9cc6fb9
Create 1 shader per light count. Avoids all pointless iteration within the shaders
2020-12-03 10:16:00 +00:00
Richard Davey
8b6d03faaf
Fixed JSDoc
2020-12-03 10:15:25 +00:00
Richard Davey
39d45258de
Removed un-used properties and improved render function massively
2020-12-02 17:57:32 +00:00
Richard Davey
732b188691
Removed light pool, used RGB object, much better light culling.
2020-12-02 17:57:12 +00:00
Richard Davey
97fd175e73
Extends Circle, because it is! Removed loads of pointless setters.
2020-12-02 17:56:53 +00:00
Richard Davey
639b9bfc84
Added beginDraw
, batchDraw
, batchDrawFrame
and endDraw
methods for full batch control over the drawing.
2020-12-02 16:07:58 +00:00
Richard Davey
c10fb834e0
Fixed Tilemap Layer Light2D batch
2020-12-02 15:03:46 +00:00
Richard Davey
35146e72ed
Removed Light Layer and moved Point Light to its own Game Object
2020-12-02 13:48:38 +00:00
Richard Davey
375d6fa196
Updated docs
2020-12-02 13:15:27 +00:00
Richard Davey
6b1fda19e1
Use onActive
and reset textures, fixing all rendering issues
2020-12-02 13:15:16 +00:00
Richard Davey
2687be611a
Added on onActive
hook
2020-12-02 13:14:57 +00:00
Richard Davey
361704f048
Only reset post pipeline if it has one. Fix #5421
2020-12-02 12:23:59 +00:00
Richard Davey
9f8f76c690
Removed unused property
2020-12-02 12:23:40 +00:00
Richard Davey
e41d5a0296
Tidying up the class
2020-12-02 11:45:38 +00:00
Richard Davey
e8a36a2477
Update WebGLPipelineUniformsConfig.js
2020-12-02 11:11:52 +00:00
Richard Davey
a694590945
Fixed for 3.50 Beta 12
2020-12-02 11:11:48 +00:00
Richard Davey
1868a749cb
Enable Lights Plugin again
2020-12-02 11:11:34 +00:00
Richard Davey
2d78642944
Pipelines now populate their own uniforms
2020-12-02 11:11:24 +00:00
Richard Davey
dd1757a288
Shaders will now automatically get all active uniforms and populate the uniforms object
2020-12-02 11:11:08 +00:00
Richard Davey
e29626ab2c
Testing Light Layer
2020-12-01 17:24:30 +00:00
Richard Davey
cbf15747c7
Set default size to 1
2020-12-01 17:24:16 +00:00
Richard Davey
079dbcc72f
Back to Normal Map only pipeline
2020-12-01 17:24:04 +00:00
Richard Davey
ce6a81c97d
Updated JSDocs
2020-12-01 17:23:53 +00:00
Richard Davey
c1bf08de70
New Point Light class
2020-12-01 17:23:42 +00:00
Richard Davey
ea6a7d0f05
Install Point Light Pipeline (build flag?)
2020-12-01 17:23:33 +00:00
Richard Davey
05e046eb0e
Added Point Light Pipeline to the const
2020-12-01 17:23:18 +00:00
Richard Davey
496564e9d0
Create PointLightPipeline.js
2020-12-01 17:23:03 +00:00
Richard Davey
c8a8f59d69
New Point Light shader
2020-12-01 17:22:57 +00:00
Richard Davey
239e44b264
Improved docs
2020-11-30 16:13:03 +00:00
Richard Davey
57e6246c52
Added limit
parameter
2020-11-30 16:12:55 +00:00
Richard Davey
652a5e62ae
Ignore private functions
2020-11-30 14:23:50 +00:00
Richard Davey
23ad56862f
Enable use of 'active'
2020-11-30 14:21:00 +00:00
Richard Davey
35829bcf0d
Added removePostPipeline
. Fix #5419
2020-11-30 10:07:41 +00:00
Richard Davey
e020898134
Update LightPipeline.js
2020-11-30 09:46:28 +00:00
Richard Davey
15b47e6a54
Testing new Light Layer
2020-11-30 09:46:28 +00:00
Richard Davey
18de5273a6
Merge pull request #5417 from rexrainbow/pipeline-component-typo
...
Typo
2020-11-30 09:21:11 +00:00
Rex
cdfee008ec
Typo
2020-11-29 20:29:38 +08:00
Rex
e7fd7d6804
Remove flipX argument
2020-11-29 18:00:12 +08:00
Rex
ed7a53cfa9
Add flipX, flipY optional arguments
...
Add flipX, flipY optional arguments to flip render result
2020-11-29 17:43:36 +08:00
Richard Davey
41a0c192a4
Fix #5413
2020-11-28 15:42:23 +00:00
Richard Davey
6dd40df318
Update LayerCreator.js
2020-11-27 15:14:10 +00:00
Richard Davey
3ec63c6dec
Only remove from displayList if set. Fix #5413
2020-11-27 15:14:04 +00:00
Richard Davey
f528265fad
Preparing for Beta 12
2020-11-27 12:49:10 +00:00
Richard Davey
a846883e03
Removed Layer3D and added Layer
2020-11-27 12:45:44 +00:00
Richard Davey
238b496bbc
Moved to own repo
2020-11-27 12:28:39 +00:00
Richard Davey
e96cbde8d6
Added new displayList
property and Layer documentation
2020-11-27 11:13:59 +00:00
Richard Davey
aa06070644
Added the new Layer Game Object
2020-11-26 16:21:21 +00:00
Richard Davey
fdae90089c
Use the new depthList property
2020-11-26 16:21:09 +00:00
Richard Davey
e5f9066072
GameObjects.Components.Depth.depthList
is a new property that all Game Objects that have the Depth Component now have. It contains a reference to the List responsible for managing the depth sorting of the Game Object. This is typically the Scene Display List, but can also be a Layer. It allows the Depth component to queue a depth sort directly on the list it belongs to now, rather than just the Scene.
2020-11-26 16:20:54 +00:00
Richard Davey
a2f0a815d6
Reset textures before draw
2020-11-26 14:20:01 +00:00
Richard Davey
3149bb5dfa
JSDoc fix
2020-11-26 14:19:29 +00:00
Richard Davey
2e91763abc
Fixes lots of default parameters
2020-11-26 12:55:40 +00:00
Richard Davey
451656c54f
Use getXRound and getYRound
2020-11-26 11:39:08 +00:00
Richard Davey
c8cdf9fde2
Fixed Render Texture crop
2020-11-26 11:28:25 +00:00
Richard Davey
abf90070ba
Update TextureManager.js
2020-11-26 11:24:32 +00:00
Richard Davey
3a90ecc889
Update AnimationManager.js
2020-11-26 10:59:54 +00:00
Richard Davey
62c03f6dad
AsepriteFile
is a new File Type for the Loader that allows you to load Aseprite images and animation data for use with the new Aseprite animation features. You can call this via this.load.asesprite(png, json)
.
2020-11-26 10:59:49 +00:00
Richard Davey
b5f2e0a83b
Updated documentation. Fix #5406
2020-11-26 10:19:09 +00:00
Richard Davey
a0a32f45e5
Using a Bitmap Mask and a Blend Mode in WebGL would reset the blend mode when the mask was rendered, causing the Game Object to have no blend mode. Fix #5409
2020-11-26 10:14:13 +00:00
Richard Davey
681797ec9d
Fixed Canvas Renderer. Fix #5408
2020-11-26 10:04:51 +00:00
Richard Davey
0ee1338765
Better post pipeline call (less code)
2020-11-26 09:51:40 +00:00
Richard Davey
339b4fd3df
Added setTime method
2020-11-25 22:44:06 +00:00
Richard Davey
d0da33689b
Added bindTexture method
2020-11-24 16:01:25 +00:00
Richard Davey
9cc16720b8
Added bindRenderTarget
method.
2020-11-24 15:34:25 +00:00
Richard Davey
09c49ac288
Fixed emitter mask pipeline
2020-11-24 14:52:57 +00:00
Richard Davey
aec06f1873
Added ColorSpectrum function
2020-11-24 11:00:04 +00:00
Richard Davey
b97536fc31
Don't need to create a Point at all. #5407
2020-11-24 09:12:24 +00:00
Wiserim
a5212463bd
Fix: TriangleToLine() not checking start / end point of line properly.
2020-11-23 22:21:25 +01:00
Richard Davey
d2e2e86ef1
Updated accessor
2020-11-23 16:22:11 +00:00
Richard Davey
2e4cfde102
Updated post pipeline
2020-11-23 16:18:30 +00:00
Richard Davey
ec5da6930c
Added post pipeline support to all Game Objects
2020-11-23 16:17:13 +00:00
Richard Davey
ea2f69de3b
JSDoc fixes
2020-11-23 15:32:30 +00:00
Richard Davey
a5cb3779df
JSDoc fixes
2020-11-23 15:29:08 +00:00
Richard Davey
28d925b875
JSDoc fixes
2020-11-23 15:06:45 +00:00
Richard Davey
bbcc83489f
Fixed JSDocs
2020-11-23 11:39:01 +00:00
Richard Davey
da96d2b26f
Fixed namespace
2020-11-23 11:31:23 +00:00
Richard Davey
6e7a6bcec2
JSDoc Fix
2020-11-23 11:01:08 +00:00
Richard Davey
ecb567766b
Fixed filtering and style types
2020-11-23 10:54:14 +00:00
Richard Davey
8698a03bad
JSDoc fixes
2020-11-23 10:48:24 +00:00
Richard Davey
417f7684c3
More integer to number changes
2020-11-23 10:32:00 +00:00
Richard Davey
55093945b0
Replace integer[][] with number[][]
2020-11-23 10:24:10 +00:00
Richard Davey
3f511a73cd
Replace integer[] with number[]
2020-11-23 10:23:10 +00:00
Richard Davey
02c34cd64e
Replace integer with number
2020-11-23 10:22:13 +00:00
Richard Davey
d852108154
JSDoc fixes
2020-11-23 10:19:39 +00:00
Richard Davey
5ca5a63038
Testing new Lights
2020-11-23 10:19:31 +00:00
Richard Davey
30c2eb5d0e
Ability to link Post Pipeline to owner object
2020-11-20 17:29:42 +00:00
Richard Davey
0b589564ea
JSDoc fixes
2020-11-20 16:37:53 +00:00
Richard Davey
afbbf2aee0
JSDoc fixes
2020-11-20 16:30:05 +00:00
Richard Davey
c5d7c94cb4
Fixed JSDocs
2020-11-20 16:20:35 +00:00
Richard Davey
78b75efb8c
JSDoc fix
2020-11-20 16:03:03 +00:00
Richard Davey
4f980c773a
Update Simplify.js
2020-11-20 15:59:07 +00:00
Richard Davey
df3b7d5f79
JSDoc fixes
2020-11-20 15:47:35 +00:00
Richard Davey
ebf6b254dd
Fixed JSDocs
2020-11-20 15:31:43 +00:00
Richard Davey
17e7f2d75b
Moved Model class
2020-11-20 15:31:34 +00:00
Richard Davey
ea59b47d1c
Force post pipeline skip
2020-11-20 15:18:28 +00:00
Richard Davey
b64f2cc4d0
Added ability to skip post pipeline per object
2020-11-20 15:18:19 +00:00
Richard Davey
750880fe5f
Fix culled tiles return
2020-11-20 14:58:43 +00:00
Richard Davey
e7b85b08af
Fixed batchLight
2020-11-20 13:05:32 +00:00
Richard Davey
ed756d16f1
Fixed Get Tiles Within Shape function
2020-11-20 12:39:18 +00:00
Richard Davey
4181e90db1
Utils.Array.Remove
would return an incorrect array of removed elements if one of the items to be removed was skipped in the array. Fix #5398
2020-11-20 11:58:14 +00:00
Richard Davey
377d27c8a4
Added Tile.right
and Tile.bottom
properties. Fix #5400
2020-11-20 11:51:12 +00:00
Richard Davey
fa3d35364c
Merge pull request #5401 from hexus/improvement/add-gl-texture-width-height
...
Implemented reading WebGL texture dimensions automatically when adding them to the TextureManager
2020-11-20 11:44:52 +00:00
Richard Davey
c603db23ce
Fix docs and lint errors #5374
2020-11-20 11:43:45 +00:00
Richard Davey
5233366190
Merge pull request #5374 from pirateksh/patch-2
...
Added loadMediaStream method
2020-11-20 11:41:10 +00:00
Richard Davey
401487d4b1
Merge pull request #5367 from rexrainbow/bugfix-text.basicWordWrap
...
Don't add white space when measure last word of a line
2020-11-20 11:37:21 +00:00
Richard Davey
aaa4ace1f8
Merge pull request #5396 from samme/feature/timer-event-remaining
...
Add TimerEvent methods
2020-11-20 11:34:37 +00:00
Richard Davey
4e7c8c1b23
Fixed defs #5405
2020-11-20 11:33:50 +00:00
Richard Davey
f941f5a9f9
Scissor fix
2020-11-20 11:10:37 +00:00
Richard Davey
299e105f6e
Update RenderTexture.js
2020-11-20 10:05:33 +00:00
Richard Davey
951b284c6e
Fixed RenderTexture.fill
2020-11-20 10:05:19 +00:00
Richard Davey
e2f7ca40b2
Fixed camera zoom and origin. draw and drawFrame work now.
2020-11-19 23:04:25 +00:00
Richard Davey
87b96f60e8
Resize to match texture fbo
2020-11-19 23:04:10 +00:00
Richard Davey
c33a5598ab
Trying to align drawFrame
2020-11-19 18:16:18 +00:00
Richard Davey
500d33f6b9
Set camera zoom
2020-11-19 18:07:33 +00:00
Richard Davey
a7e980f816
Adjust viewport
2020-11-19 18:07:26 +00:00
Richard Davey
9b1ac7036d
Added ability for camera to zoomX and zoomY
2020-11-19 18:07:17 +00:00
Richard Davey
e80ed9464a
Removed copy params
2020-11-19 16:40:42 +00:00
Richard Davey
91924be2ee
Update RenderTextureWebGLRenderer.js
2020-11-19 16:40:35 +00:00
Richard Davey
7562683cfb
Lots of tiny fixes and updates
2020-11-19 16:40:31 +00:00
Richard Davey
775134ed3b
Added viewport and flush helpers
2020-11-19 16:40:19 +00:00
Richard Davey
6f6fbadfdd
Don't adjust viewport unless needed
2020-11-19 16:40:07 +00:00
Richard Davey
216f74bb58
Use Single Pipeline and force texture refresh
2020-11-19 11:43:55 +00:00
Richard Davey
d848a5e2ba
Now using new Render Target. Removed lots of out-dated properties and tidied up methods.
2020-11-19 11:38:09 +00:00
Richard Davey
7ad580dd29
Using new Render Target
2020-11-19 11:37:49 +00:00
Richard Davey
82ca007d1a
Added cropWidth
and cropHeight
parameters to batchTextureFrame
method
2020-11-19 11:37:38 +00:00
Richard Davey
782cb94e56
Updated Render Target constructor
2020-11-19 11:37:14 +00:00
Richard Davey
a03393a4de
Added auto resize, clear and default parameters
2020-11-19 11:36:58 +00:00
Richard Davey
916bfa78b2
Missing flush
2020-11-18 10:26:44 +00:00
Hexus
ef022cd3df
Implemented reading WebGL texture dimensions automatically when adding them to the TextureManager
2020-11-18 00:49:19 +00:00
Richard Davey
c4c849cff4
Reset Textures
2020-11-17 19:58:35 +00:00
Richard Davey
4903241ac9
No longer use setPost
.
2020-11-17 17:30:25 +00:00
Richard Davey
0ea9f24cd0
Update SceneFile.js
2020-11-17 17:15:40 +00:00
Richard Davey
8f688cd9a5
Update SceneFileConfig.js
2020-11-17 17:15:36 +00:00
Richard Davey
11e4fe6e14
Update PipelineManager.js
2020-11-17 17:15:32 +00:00
Richard Davey
e36a086e5d
Updated data types
2020-11-17 16:50:36 +00:00
Richard Davey
00c7b1d79e
Destroy on reset!
2020-11-17 16:34:52 +00:00
Richard Davey
96be7f6e6d
Destroy Render Targets too
2020-11-17 16:19:48 +00:00
Richard Davey
782a841eeb
Added getPostPipeline method
2020-11-17 16:19:40 +00:00
Richard Davey
0658820b79
Clear post pipelines
2020-11-17 16:19:30 +00:00
Richard Davey
26a1d0185a
Update RenderTexture.js
2020-11-17 16:19:18 +00:00
Richard Davey
842b984b46
Update CanvasRenderer.js
2020-11-17 16:19:14 +00:00
Richard Davey
60c7d8a2e9
New classes property, new event handling system and removed un-used methods
2020-11-17 14:10:06 +00:00
Richard Davey
2c88b8935b
Auto-boot and set isPostFX
2020-11-17 14:09:47 +00:00
Richard Davey
599213d211
New isPostFX property, listen to events and don't create projection matrix unless needed
2020-11-17 14:09:27 +00:00
Richard Davey
629eefb7d5
Now extends event emitter, new events and new isBooted property
2020-11-17 14:09:02 +00:00
Richard Davey
477cde3548
New WebGL Renderer events
2020-11-17 14:08:23 +00:00
Richard Davey
080677f28c
Set on creation, not in the component
2020-11-17 14:08:09 +00:00
Richard Davey
9cf67722ec
Don't forget to reset the viewport
2020-11-16 17:52:11 +00:00
Richard Davey
2008d3b880
Added popFBO parameters and setViewport parameter
2020-11-16 17:43:04 +00:00
Richard Davey
f5f20db048
Don't batch if no pipeline
2020-11-16 17:08:50 +00:00
Richard Davey
dbe57303ed
Defs update
2020-11-16 15:46:40 +00:00
Richard Davey
8c996b4697
Added setPost, isCurrentPost, removed setCameraPipeline
2020-11-16 15:46:34 +00:00
Richard Davey
c12b4cff3f
Swizzle RGB
2020-11-16 15:45:45 +00:00
Richard Davey
52acf60125
Multiply now optional for lots of combination effects
2020-11-16 11:32:34 +00:00
Richard Davey
9cfa8f5039
Added option to clear bind target
2020-11-15 17:49:29 +00:00
Richard Davey
5062c97784
Added copyToGame method to finalise fbo to renderer
2020-11-15 17:32:37 +00:00
Richard Davey
ce0b9d94c5
Added option to clear frame before copy
2020-11-15 12:53:33 +00:00
Richard Davey
b82ae856b6
Update Single.vert
2020-11-14 17:58:09 +00:00
Richard Davey
314a0bbf4e
Added ability to bind and draw to a target.
2020-11-14 17:58:00 +00:00
Richard Davey
d87cf4e915
Always pop and reset!
2020-11-13 18:03:03 +00:00
Richard Davey
d07b2fc811
Lots more documentation added
2020-11-13 17:46:05 +00:00
Richard Davey
bbbb49f4b5
Handy references
2020-11-13 17:31:27 +00:00
Richard Davey
701ad1fa15
ColorMatrix alpha support and viewport setting
2020-11-13 17:31:17 +00:00
Richard Davey
7458031140
Updated shaders
2020-11-13 17:31:00 +00:00
Richard Davey
94836b1c88
Handle pre-mult alpha properly
2020-11-13 17:30:21 +00:00
Richard Davey
471e64d989
Swapped to 5x4 array and added in some new color effects
2020-11-13 17:30:06 +00:00
Richard Davey
691b680e36
Added JSDocs and fixed boot sequence
2020-11-13 15:54:49 +00:00
Richard Davey
cf275b44d6
Added all JSDocs
2020-11-13 15:54:36 +00:00
Richard Davey
6a97fe6889
Lots of handy methods added and fixed vertices
2020-11-13 14:20:26 +00:00
Richard Davey
2d3248025a
Lots of tidying up, added blend methods
2020-11-13 14:20:07 +00:00
Richard Davey
cfce8062e6
Call the new camera methods
2020-11-13 14:19:55 +00:00
Richard Davey
985b614c65
Return the freshly bound fbo
2020-11-13 14:19:42 +00:00
Richard Davey
dbdac4f102
Better method names
2020-11-13 14:19:30 +00:00
Richard Davey
d7a0bddfcb
Handled in batchQuad method
2020-11-13 14:19:12 +00:00
Richard Davey
bddfd707fc
Added preBatchCamera and postBatchCamera and the rest of the Utility methods
2020-11-13 14:18:57 +00:00
Richard Davey
b019c6f889
Added onDraw
2020-11-12 18:10:07 +00:00
Richard Davey
53180cc748
Updated shaders
2020-11-12 18:09:54 +00:00
Richard Davey
724310f147
Removed draw method
2020-11-12 18:09:44 +00:00
Richard Davey
6dc07dad3e
Added ColorMatrix class and proper verts
2020-11-12 18:09:37 +00:00
Richard Davey
d50afad9e5
Testing new util methods
2020-11-12 18:09:21 +00:00
Richard Davey
9405ad3c16
Non-gc matrix reset
2020-11-12 13:04:22 +00:00
Richard Davey
ce7f921c59
Expose ColorMatrix
2020-11-12 12:56:46 +00:00
Richard Davey
118f8e1324
Phaser.Display.ColorMatrix
is a new class that allows you to create and manipulate a 5x5 color matrix, which can be used by shaders or graphics operations.
2020-11-12 12:56:37 +00:00
samme
6219d27dbc
Add TimerEvent methods
...
- getRemaining()
- getRemainingSeconds()
- getOverallRemaining()
- getOverallRemainingSeconds()
2020-11-11 12:05:14 -08:00
Richard Davey
a6ba0539de
Update PostFXPipeline.js
2020-11-11 17:47:24 +00:00
Richard Davey
c60b4f580c
Fixed draw mode, shader binding and testing new draw
2020-11-11 17:47:20 +00:00
Richard Davey
8ef9f36370
Fixed missing property
2020-11-11 17:46:58 +00:00
Richard Davey
9235b7a695
Add Utility Pipeline and copyFrames method
2020-11-11 17:46:44 +00:00
Richard Davey
1ff6b0dce5
Expose Utility Pipeline
2020-11-11 17:46:28 +00:00
Richard Davey
b9cc4bfb5b
Create UtilityPipeline.js
2020-11-11 17:46:03 +00:00
Richard Davey
752fccbf16
Added w/h, comment out draw for now
2020-11-11 17:45:58 +00:00
Richard Davey
741f5f4e27
Added outFragCoord
2020-11-11 17:45:43 +00:00
Richard Davey
c07283ceab
Tidy up shader code
2020-11-11 09:39:33 +00:00
Richard Davey
d677b57ee4
Added new utility shaders
2020-11-11 09:35:02 +00:00
Richard Davey
8e7171ca79
Use fbo stack and free-up callback hooks
2020-11-10 17:26:56 +00:00
Richard Davey
6d56ee01af
Update BitmapMask.frag
2020-11-10 17:26:33 +00:00
Richard Davey
f085eb8536
The BitmapMask.prevFramebuffer
property has been removed as it's no longer required, due to the fbo stack in the renderer.
2020-11-10 17:26:24 +00:00
Richard Davey
dfabaac634
Allow Rope to have post-pipeline
2020-11-10 16:27:12 +00:00
Richard Davey
cccf9bb163
Fixed Rope
2020-11-10 16:17:28 +00:00
Richard Davey
7ba1b132ab
Added rebind function, to reset the shader attributes.
2020-11-10 15:50:51 +00:00
Richard Davey
6e115e4e04
Call rebind function
2020-11-10 15:50:30 +00:00
Richard Davey
47009779fb
Hard-code the topology
2020-11-10 15:50:17 +00:00
Richard Davey
84f6849ad6
Fixed Bitmap Mask
2020-11-10 14:33:28 +00:00
Richard Davey
7a5165c87b
Limit batch size to 1
2020-11-10 12:35:01 +00:00
Richard Davey
eda0ca8a75
Use GLenum value and limit batch size to 256
2020-11-10 12:34:53 +00:00
Richard Davey
fad0d331d7
Change to batchSize property
2020-11-10 12:34:35 +00:00
Richard Davey
86d1009e7b
Use batchSize and fixed shouldFlush so we take advantage of bufferData
2020-11-10 12:34:25 +00:00
Richard Davey
40123f1a08
Updated docs
2020-11-10 12:01:25 +00:00
Richard Davey
e7319907c7
PostFX Pipeline only needs a single quad
2020-11-10 11:59:28 +00:00
Richard Davey
ca52436340
Removed Camera Pipeline
2020-11-10 11:59:12 +00:00
Richard Davey
94d2889783
Moved setTexture2D
to pipeline class
2020-11-10 11:58:53 +00:00
kainage
ed6ca0ee3e
Reset alpha to correct value after flash effect complete
2020-11-09 20:48:04 -08:00
Richard Davey
4cefe70ff0
Since iOS 13, iPads now identify as MacOS devices. A new maxTouchPoint check is now part of the Device.OS
tests, stopping iPads from being flagged as desktop devices. Fix #5389
2020-11-09 17:15:43 +00:00
Richard Davey
d397551b3d
Merge pull request #5391 from samme/fix/overlapR
...
Set Arcade.Body#overlapR in separateCircle()
2020-11-09 17:10:18 +00:00
Richard Davey
ca8f201e8a
Merge pull request #5388 from samme/feature/scale-damping
...
Scale damping by the physics step delta
2020-11-09 17:07:30 +00:00
Richard Davey
6c69cf3627
Merge pull request #5387 from samme/docs/static-body
...
Docs: StaticBody#touching etc.
2020-11-09 17:06:57 +00:00
Richard Davey
bbb397c860
Merge pull request #5350 from samme/feature/worldstep-event-delta
...
Add delta argument to WORLD_STEP event
2020-11-09 17:05:37 +00:00
Richard Davey
f02325fff0
Merge pull request #5386 from PhaserEditor2D/patch-1
...
Updates geom, width and height of the Ellipse GO
2020-11-09 17:03:56 +00:00
Richard Davey
1b434d7a40
Preparing for Beta 11
2020-11-09 16:29:57 +00:00
Richard Davey
eee3feb667
Pass Game Object to batchQuad
2020-11-09 13:19:31 +00:00
Richard Davey
c5656fbd08
Make FLOAT the default type
2020-11-09 13:19:14 +00:00
Richard Davey
cb7a998ea0
Added onBatch support
2020-11-09 12:17:45 +00:00
Richard Davey
39b381d6cc
Clearer responsibility via method parameters
2020-11-09 11:50:41 +00:00
samme
956f880fa4
Set overlapR in separateCircle()
2020-11-08 09:19:53 -08:00
samme
4185e661d7
Docs: banish StaticBody touching properties
...
Fixes #5381
2020-11-07 10:04:28 -08:00
Phaser Editor 2D
60541e861b
Updates geom, width and height of the Ellipse GO
...
Updates the `width`, `height`, and geometric position of the Ellipse in the `setSize()` method.
This code shows the wrong positioning of the Ellipse: https://codepen.io/phasereditor2d/pen/jOrvexM
To fix it, uncomment lines `21`, `24`, and `25`.
2020-11-07 11:25:30 -05:00
Richard Davey
0d23aea281
Allow TilemapLayers to set post pipelines
2020-11-06 17:22:32 +00:00
Richard Davey
88809647a6
Expose outFragCoord
2020-11-06 17:22:17 +00:00
Richard Davey
abe97b18fd
Remove drawFillRect and no batchTexture post fx
2020-11-06 17:22:05 +00:00
Richard Davey
c29d7b18ed
Removed everything to do with Camera's rendering to textures or managing their own framebuffers.
...
Now uses pipeline component instead.
2020-11-06 15:35:56 +00:00
Richard Davey
92eca8d3d2
Use the new Camera post pipeline feature
2020-11-06 15:35:29 +00:00
Richard Davey
06c90137c8
Empty parameter means reset pipeline
2020-11-06 15:35:18 +00:00
Richard Davey
167f50f28f
Added new PostFX Pipeline to extend from
2020-11-06 15:35:05 +00:00
Richard Davey
4c7d81731b
Added minFilter support
2020-11-06 12:25:03 +00:00
Richard Davey
3dbbc9caee
Update RenderTargetConfig.js
2020-11-06 12:24:52 +00:00
Richard Davey
a62577ee77
Added minFilter support and better docs
2020-11-06 12:24:46 +00:00
Richard Davey
554e9214e0
Smaller error
2020-11-06 11:46:06 +00:00
Richard Davey
11b92b83e7
Supports new RenderTarget instances
2020-11-06 11:42:52 +00:00
Richard Davey
f914a073f3
New RenderTarget class to handle multiple targets per pipeline
2020-11-06 11:42:39 +00:00
Richard Davey
6e90d8ed59
Corrected docs and resetTextures
2020-11-06 11:42:25 +00:00
Richard Davey
18f32331fb
Expose Render Target and WebGLShader
2020-11-06 10:59:57 +00:00
Richard Davey
a06edadba2
Update WebGLPipelineConfig.js
2020-11-06 10:59:47 +00:00
Richard Davey
a8b02cfb28
Create RenderTargetConfig.js
2020-11-06 10:59:41 +00:00
Richard Davey
ff23ca57cb
Use new fbo stack
2020-11-06 10:19:34 +00:00
Richard Davey
02bde43772
Added fboStack, pushFramebuffer, popFramebuffer and resetTextures parameter
2020-11-06 10:19:26 +00:00
Richard Davey
d3c70002ea
Removed use of _tempMatrix
from all renderers
2020-11-06 09:44:29 +00:00
Richard Davey
19f3ae5a81
Testing RT mini refactor
2020-11-05 18:06:33 +00:00
Richard Davey
2b92e95735
Testing new RT draw
2020-11-05 18:06:23 +00:00
Richard Davey
701b899511
Update MultiPipeline.js
2020-11-05 18:05:58 +00:00
Richard Davey
18d2de8f1c
Update SinglePipeline.js
2020-11-05 18:05:49 +00:00
Richard Davey
1a3a7d1151
Update WebGLPipeline.js
2020-11-05 18:05:19 +00:00
Richard Davey
fc84b19d3d
Update MeshWebGLRenderer.js
2020-11-05 13:03:36 +00:00
Richard Davey
c65e516e94
Fixed shaders
2020-11-05 12:58:00 +00:00
Richard Davey
883402da8a
Added forceZero method and used it
2020-11-05 10:50:40 +00:00
Richard Davey
e29fc62a98
Handle pre and post pipelines
2020-11-05 10:19:15 +00:00
Richard Davey
fb47d2f9e8
Added Pipeline component
2020-11-05 10:18:53 +00:00
Richard Davey
3696f73674
Guard against missing shaders.
2020-11-05 10:08:41 +00:00
Richard Davey
60e6eff81c
Don't .replace
non-strings.
2020-11-05 10:08:21 +00:00
Richard Davey
e9efc5e8f2
Invokes pre and post batch functions.
2020-11-04 18:02:22 +00:00
Richard Davey
4287181b2b
Added manager, target auto clear, clearTarget and lots of new hooks for handlers, plus post bind and post flush support.
2020-11-04 18:02:11 +00:00
Richard Davey
f94e7b4f75
Set dimensions before resizing. Validate gl objects before deleting them.
2020-11-04 18:01:39 +00:00
Richard Davey
d6496c86cf
Added JSDocs
2020-11-04 18:01:20 +00:00
Richard Davey
305106bebe
Correct sampler ID
2020-11-04 18:01:11 +00:00
Richard Davey
34f3ae9755
Removed stack and lock support
2020-11-04 18:01:01 +00:00
Richard Davey
a00e169400
Added all the handlers needed for the post pipeline feature
2020-11-04 18:00:50 +00:00
Richard Davey
4747d204ca
Added unbind method and handling for post-fx
2020-11-03 18:05:10 +00:00
Richard Davey
e72a3b27e4
Call new unbind method
2020-11-03 18:04:57 +00:00
Richard Davey
26421bde82
Removed Graphics.setTexture
and related commands as no longer supported
2020-11-03 11:47:42 +00:00
Richard Davey
ebe5ba1a0a
New attributes, removed un-used properties, fixed JSDocs
2020-11-03 11:32:05 +00:00
Richard Davey
93948f5b29
JSDocs fixes
2020-11-03 11:31:52 +00:00
Richard Davey
f4b95ab2c3
New simplified Graphics shaders
2020-11-03 11:31:32 +00:00
Richard Davey
6af80708d0
Fixed all of the Shape WebGL rendering issues
2020-11-03 11:22:30 +00:00
Richard Davey
e0295e8521
Make use of GetCalcMatrix and remove texture related stuff
2020-11-02 22:40:12 +00:00
Richard Davey
881019e55d
No longer requires temp matrices
2020-11-02 22:39:42 +00:00
Richard Davey
10673da96b
Graphics is as Graphics does
2020-11-02 22:39:30 +00:00
Richard Davey
9e1b8c4b2f
Don't look-up properties from uniforms that aren't cached
2020-11-02 22:39:20 +00:00
Richard Davey
d05afa988f
Added batchVert method to help make customization easier
2020-11-02 22:39:08 +00:00
Richard Davey
47ec3d33c7
Remove texture setters
2020-11-02 16:20:22 +00:00
Richard Davey
3caa51a938
Update GraphicsPipeline.js
2020-11-02 16:20:16 +00:00
Richard Davey
a5ae67e1a6
Added Camera Pipeline
2020-10-30 17:55:56 +00:00
Richard Davey
4c3a5223fe
Added onFlush and onPostFlush
2020-10-30 17:55:36 +00:00
Richard Davey
ca4168e5d0
New Camera Pipeline, better boot handling, tidied up docs
2020-10-30 17:50:58 +00:00
Richard Davey
52d8140b4f
New onResize callback and better matrix handling
2020-10-30 17:50:38 +00:00
Richard Davey
5dbec83a8b
Using new Camera Pipeline (renderTexture todo)
2020-10-30 17:50:19 +00:00
Richard Davey
b73067a7a7
Implemented full uniform caching and setting handling. So much faster!
2020-10-30 17:50:06 +00:00
Richard Davey
4e7e5629d2
You can forceZero via the config now
2020-10-30 17:49:39 +00:00
Richard Davey
0a006e4c20
Tidied up parameters
2020-10-29 17:22:57 +00:00
Richard Davey
ebf7b19062
Removed unused code
2020-10-29 17:22:47 +00:00
Richard Davey
d39968e0a1
Parameter not needed
2020-10-29 17:22:39 +00:00
Richard Davey
6353496751
Added the ability for a pipeline to be locked or unlocked
2020-10-29 17:22:29 +00:00
Richard Davey
bf7e7f352a
Container can how set a pipeline that overrides all children
2020-10-29 17:22:16 +00:00
Richard Davey
ce69c22e86
Added new private forcePipeline
property and pipeline methods
2020-10-29 17:22:04 +00:00
Richard Davey
c9d56f5f1d
Removed unused matrices and method
2020-10-29 14:41:22 +00:00
Richard Davey
9a0f33d24c
Cause a full bind on first set
2020-10-29 14:41:04 +00:00
Richard Davey
4b48baea79
Removed all of the uniform code
2020-10-29 14:40:49 +00:00
Richard Davey
4badd54160
Added resetProgram and changed return values
2020-10-29 14:40:33 +00:00
Richard Davey
024f13f2ba
No longer use uViewMatrix or uModelMatrix
2020-10-29 14:37:52 +00:00
Richard Davey
b74351a87d
Update WebGLPipeline.js
2020-10-29 08:22:38 +00:00
Richard Davey
9e4141e18b
Pass the Game Object
2020-10-28 18:13:34 +00:00
Richard Davey
b1b44cd7f0
onBoot and setShader methods
2020-10-28 18:13:27 +00:00
Richard Davey
e1452b9ce7
Update WebGLShader.js
2020-10-28 17:40:21 +00:00
Richard Davey
48c0ba26c2
Better flush handling
2020-10-28 17:40:06 +00:00
Richard Davey
c5b538afcd
Added the new Graphics Pipeline
2020-10-28 17:39:54 +00:00
Richard Davey
d6ecea8d4d
Use the new attributes format
2020-10-28 17:39:31 +00:00
Richard Davey
60c834e2c8
Use the new Graphics Pipeline
2020-10-28 17:39:06 +00:00
Richard Davey
92c365a881
Removed all Graphics methods and related properties.
2020-10-28 16:53:31 +00:00
Richard Davey
4ba2b0eb7b
All swapped to using renderer matrices to make pipelines smaller
2020-10-28 16:52:59 +00:00
Richard Davey
8c6e67ecfc
Added attributes and other shader specific properties and methods
2020-10-28 16:15:56 +00:00
Richard Davey
e52def85be
All vertex values now set during boot, after shaders are created. Added batchQuad/Tri methods.
2020-10-28 16:15:35 +00:00
Richard Davey
389b480777
Using new easier attribute config + moved some methods to WebGLPipeline
2020-10-28 16:15:09 +00:00
Richard Davey
15d8eabf17
Single pipeline updated so it can easily extend Multi now
2020-10-28 16:14:42 +00:00
Richard Davey
93b1775aaa
Added new WebGL consts for easier shader configs
2020-10-28 16:14:05 +00:00
Richard Davey
9aeb765696
Updated type defs
2020-10-28 16:13:46 +00:00
Richard Davey
120f2c87cb
The WebGL.Utils.getComponentCount
function has been removed as this is no longer required internally.
2020-10-28 16:13:29 +00:00
Richard Davey
4b3cc7145e
Testing new pipelineData object.
2020-10-27 18:06:53 +00:00
Richard Davey
88d2ecd760
Pipeline passes attributes off to Shader. Also fixed multi-shader setup.
2020-10-27 18:06:45 +00:00
Richard Davey
39c77f431f
Flush here, rather than in renderer
2020-10-27 18:06:28 +00:00
Richard Davey
a5d6016e64
Move sequence so the renderer is clean
2020-10-27 18:06:13 +00:00
Richard Davey
f42f0ce0d6
Shader needs attributes
2020-10-27 18:06:00 +00:00
Richard Davey
8092460ce7
Docs update
2020-10-27 18:05:47 +00:00
Richard Davey
962c900e5a
* Utils.Object.DeepCopy
is a new function that will recursively deep copy an array of object.
2020-10-27 18:05:41 +00:00
Richard Davey
7b5d6076b2
Added max size value
2020-10-27 14:41:43 +00:00
Richard Davey
f50560eba8
The WebGLRenderer.getMaxTextures
method has been removed. This is no longer needed as you can use the WebGLRenderer.maxTextures
property instead.
2020-10-27 14:36:43 +00:00
Richard Davey
93b569c5ca
Look-up based on string or instance
2020-10-27 14:05:48 +00:00
Richard Davey
ba9b837739
You can now pass a pipeline instance to the GameObject.setPipeline
method, as well as a string.
2020-10-27 14:05:37 +00:00
Richard Davey
d670edd708
No need to reference via game
2020-10-27 13:55:27 +00:00
Richard Davey
ef1ddb29d9
Improved docs
2020-10-27 13:55:09 +00:00
Richard Davey
59a215d643
* Types.Core.PipelineConfig
is a new configuration object that you can set in the Game Config under the pipeline
property. It allows you to define custom WebGL pipelines as part of the Game Config, so they're automatically installed and ready for use by all Scenes in your game. You can either set the pipeline
object, or set it under the render
sub-config.
2020-10-27 13:44:58 +00:00
Richard Davey
7e30ff32be
Phaser.Scene.renderer
is a new property available in every Phaser.Scene that gives you a reference to the renderer, either Canvas or WebGL.
2020-10-27 13:42:45 +00:00
Richard Davey
98b4319436
Bind needs to return this
2020-10-27 12:26:01 +00:00
Richard Davey
4ebdc637a9
Tidied up method flow
2020-10-27 12:25:53 +00:00
Richard Davey
d2c025e38a
Added target fbo and all of the shader setters back in
2020-10-27 12:25:42 +00:00
Richard Davey
b278916b3e
No need to reset during destroy
2020-10-27 11:38:34 +00:00
Richard Davey
2b3863272e
Removed 'nativeTextures' and added new reset parameter
...
* The `WebGLRenderer.nativeTextures` array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the `TextureSource` objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
* The `WebGLRenderer.deleteTexture` method has a new optional boolean parameter `reset` which allows you to control if the `WebGLRenderer.resetTextures` method is called, or not, after the texture is deleted.
2020-10-27 11:38:21 +00:00
Richard Davey
efbc256a1f
Added target fbo
2020-10-26 17:13:24 +00:00
Richard Davey
3c7062ca6a
Common strings.
2020-10-26 17:00:23 +00:00
Richard Davey
bc34d01535
Update WebGLPipeline.js
2020-10-26 15:19:21 +00:00
Richard Davey
1e80f53f1d
Better docs
2020-10-26 15:00:25 +00:00
Richard Davey
7c929e52bc
Finished method docs and added clone
2020-10-26 15:00:17 +00:00
Richard Davey
ec4751ddc6
Finished all method docs
2020-10-26 15:00:07 +00:00
Richard Davey
55cbda85b8
Removed debug code
2020-10-26 14:24:15 +00:00
Richard Davey
f87bd7d384
Removed all of the shader setters. This should be done via the WebGLShader class now.
2020-10-26 14:24:06 +00:00
Richard Davey
fba97afcb6
Update dirty uniforms
2020-10-26 14:05:49 +00:00
Richard Davey
f32b4c7ecd
Fixed config setter and added mvp matrices
2020-10-26 14:05:39 +00:00
Richard Davey
1e8b1cc583
Removed ProjectOrtho and optimized setters
2020-10-26 14:05:26 +00:00
Richard Davey
7ad02d6c0d
Removed mvp component
2020-10-26 14:05:07 +00:00
Richard Davey
371425a5d2
Use new pipeline resize method
2020-10-26 14:04:55 +00:00
Richard Davey
14e90c60d8
Don't resize to zero dimensions and run proper compare
2020-10-26 14:04:45 +00:00
Richard Davey
291f588110
Removed the mvp component. Pipelines no longer need this.
2020-10-26 14:04:01 +00:00
Richard Davey
af01b23696
JSDocs fix
2020-10-26 14:03:35 +00:00
Richard Davey
8c85887479
Removed all of the mvp functions as they're no longer needed
2020-10-26 14:03:18 +00:00
Kshitiz Srivastava
4941ca3b64
Added loadMediaStream method
2020-10-25 01:24:55 +05:30
samme
be558d2dca
Scale damping
2020-10-22 13:59:49 -07:00
Richard Davey
0b3011add3
Update PointLight-frag.js
2020-10-21 18:15:34 +01:00
Richard Davey
272727459f
Use new shader property
2020-10-21 18:15:28 +01:00
Richard Davey
9531124903
Typo fix
2020-10-21 18:15:19 +01:00
Richard Davey
da47c776fa
New shader class to allow one pipeline to set multiple shaders
2020-10-21 18:15:13 +01:00
Richard Davey
180b29be98
The pipeline can now handle multiple shaders all sharing the same attributes
2020-10-21 18:15:02 +01:00
Richard Davey
c730272ba7
Updated the configs to handle multiple shaders
2020-10-21 18:12:40 +01:00
Richard Davey
4b1c5c1a0b
Improved docs
2020-10-21 11:30:49 +01:00
Richard Davey
7ffa615831
The WebGLPipeline.flushLocked
property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
2020-10-21 11:19:12 +01:00
Richard Davey
6ed84e2f34
Added Mesh.ignoreDirtyCache
flag.
2020-10-21 10:15:12 +01:00
Richard Davey
774b6987c4
Added Face.alpha getter and setter
2020-10-21 10:14:56 +01:00
Richard Davey
aada315bbc
When setting both transparent: true
and backgroundColor
in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362
2020-10-20 14:01:31 +01:00
Rex
34635c582e
Don't add white space when measure last word
2020-10-20 14:52:20 +08:00
Richard Davey
8bb1151aca
Fixed RenderTexture.fill rgb order. Fix #5364
2020-10-20 00:50:49 +01:00
Richard Davey
9972594e60
Updated docs. FIx #4229
2020-10-17 12:11:35 +01:00
Richard Davey
faec17f4b0
Cameras.Scene2D.Events.FOLLOW_UPDATE
is a new Event that is dispatched by a Camera when it is following a Game Object. It is dispatched every frame, right after the final Camera position and internal matrices have been updated. Use it if you need to react to a camera, using its most current position and the camera is following something. Fix #5253
2020-10-17 11:37:27 +01:00
Richard Davey
48d9eb6321
The GameObjects.Graphics.fillGradientStyle
method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044
2020-10-16 18:08:31 +01:00
Richard Davey
675e43350d
Physics.Arcade.Body.setDamping
is a new method that allows you to set the useDamping
property of a Body in a chainable way. Fix #5352
2020-10-16 17:57:26 +01:00
Richard Davey
85a284d095
Particles.EmitterOp
now cleanly separates between the different types of property configuration options. start | end
will now ease between the two values, min | max
will pick a random value between them and random: []
will pick a random element. They no longer get mixed together. Fix #3608
2020-10-16 17:52:59 +01:00
Richard Davey
1aaecbe703
Particles.EmitterOp.setMethods
will now reset both onEmit
and onUpdate
to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663
2020-10-16 17:32:22 +01:00
Richard Davey
605ea31146
SceneManager.start
will now reset the SceneSystems.sceneUpdate
reference to NOOP
. This gets set back to the Scene update method again during bootScene
(if it has one) and stops errors with external plugins and multi-part files that may trigger update
before create
has been called. Fix #4629
2020-10-16 16:39:30 +01:00
Richard Davey
0fad1861ae
Update GeometryMask.js
2020-10-16 15:07:32 +01:00
Richard Davey
75f857b645
Update WebGLRenderer.js
2020-10-16 14:11:21 +01:00
Richard Davey
e50339b144
Updated to use new filtered children list
2020-10-16 14:11:15 +01:00
Richard Davey
d35ff331b2
Now takes a pre-filtered list of children to render
2020-10-16 11:36:00 +01:00
Richard Davey
84c1344f63
CameraManager.getVisibleChildren
is a new method that is called internally by the CameraManager.render
method. It filters the DisplayList, so that Game Objects that pass the willRender
test for the given Camera are added to a sub-list, which is then passed to the renderer. This avoids the renderer having to do any checks on the children, it just renders each one in turn.
2020-10-16 11:35:45 +01:00
Richard Davey
653c2ee600
Parallel and divide by zero fix
2020-10-15 18:08:35 +01:00
Richard Davey
ae6112297a
Default tint value should now be 0xffffff. Fix #5358
2020-10-15 12:19:17 +01:00
Richard Davey
37c9b0884d
Updated Polygon points type. Fix #5357
2020-10-15 12:01:13 +01:00
Richard Davey
8a01ae1cb7
Call the component directly to avoid lots of function diving
2020-10-15 11:47:24 +01:00
Richard Davey
536f08a4bf
Avoid deep diving into loads of functions
2020-10-15 11:47:11 +01:00
Richard Davey
67b787ab7c
Update GetTilesWithinWorldXY.js
2020-10-15 11:09:52 +01:00
Richard Davey
db2fdc14d1
Update GetTileAt.js
2020-10-15 11:09:37 +01:00
Richard Davey
f130f5e9a3
Fixed incorrect parameter type
2020-10-15 11:09:19 +01:00
Richard Davey
b4fed98aa2
Update SetCollisionBetween.js
2020-10-15 11:08:18 +01:00
Richard Davey
8d2e7b08c5
Update World.js
2020-10-15 11:07:51 +01:00
Richard Davey
417e57c199
Update Collider.js
2020-10-15 11:07:27 +01:00
Richard Davey
0f87981f47
Improved docs
2020-10-15 11:07:22 +01:00
Richard Davey
c03b5af079
Use mesh size
2020-10-15 10:09:02 +01:00
Richard Davey
020cfab2d6
Fixed issue with no mesh specified and texture getting
2020-10-15 09:58:54 +01:00
Richard Davey
f17743dadf
Changed updateProjectionMatrix
to setPerspective
and added setOrtho
counterpart
2020-10-14 16:32:29 +01:00
Richard Davey
e79ec0c96c
Generate Grid can now calculate w/h based on ortho texture
2020-10-14 16:32:06 +01:00
Richard Davey
675eec8103
Better attenuation
2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f
Much better effect from the light shader
2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4
Fixed shader for clip-space
2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55
Testing new batched lights
2020-10-13 18:17:30 +01:00
Richard Davey
61c0e1c499
Moved Text out of 'static' folder, as it doesn't need to be in there
2020-10-13 11:04:46 +01:00
Richard Davey
8708255948
Removed Layer3D Game Object and old MeshPipeline
2020-10-13 10:56:21 +01:00
Richard Davey
9d23735a23
Lint fix
2020-10-13 10:51:17 +01:00
Richard Davey
19f581327e
Removed Animation component because it would reset the UV coords every frame, so makes things overly complex
2020-10-13 10:50:42 +01:00
Brown Dragon
ca0ca97f59
Fix up tiled json parsing.
...
Phaser currently discards the tiled `type` field (which is very useful for objects-from-tiles, as well as somewhat useful for handling tile variants).
It also discards wang set information, which is somewhat meaningful.
This diff adds both back; let me know if it goes too far and I can restrict it to only including `type`.
2020-10-12 19:54:14 -04:00
Richard Davey
98e877aaeb
Preparing for beta 10
2020-10-12 16:29:39 +01:00
Richard Davey
b3a74a6d5d
ParseTilesets
will now correctly handle non-consequtive tile IDs. It also now correctly sets the maxId
property, fixing a bug where tiles wouldn't render if from IDs outside the expected range. Fix #4367
2020-10-12 13:52:31 +01:00
Richard Davey
e526af7cb9
Lint fix
2020-10-12 13:38:57 +01:00
Richard Davey
3e2041a3c5
Overhauled createFromObjects to make it much more useful. Fix #3817 #4613
2020-10-12 13:31:30 +01:00
Richard Davey
80287f6ee4
Path fixes
2020-10-12 11:51:05 +01:00
Richard Davey
04d80a8b5c
Allow use of old method calls for now
2020-10-12 11:50:13 +01:00
Richard Davey
24777aa327
No need for isoCullDistances
, just use existing cullPadding
properties
2020-10-12 11:42:01 +01:00
Richard Davey
607fec9450
Use a cached Rectangle for speed
2020-10-12 11:40:52 +01:00
Richard Davey
0ba1f08f80
The Static and Dynamic Tilemap Layer objects have been removed and consolidated into the new TilemapLayer class.
2020-10-12 11:40:40 +01:00
Richard Davey
fb11821730
Fixed lots of missing JSDocs
2020-10-12 11:33:33 +01:00
Richard Davey
ae4c45f14a
Fixed renderer so it draws multi tileset isometric tiles properly
2020-10-11 23:05:08 +01:00
Richard Davey
f00bb446f8
Formating fix
2020-10-11 23:04:11 +01:00
Richard Davey
9e68f41118
Formatting
2020-10-11 23:04:00 +01:00
Richard Davey
39f74d2e95
Use a cached vector to save constant allocation and fixed y culling limit
2020-10-11 23:03:52 +01:00
Richard Davey
2e50061699
Opps :)
2020-10-10 11:38:16 +01:00
Richard Davey
7403887099
Preparing for beta 9
2020-10-09 17:56:37 +01:00
Richard Davey
5639862010
Update GenerateGridVerts.js
2020-10-09 17:20:40 +01:00
Richard Davey
2801d3d804
Added setUVs method
2020-10-09 16:22:27 +01:00
Richard Davey
acfb6c469f
Much more powerful grid generation now
2020-10-09 16:22:19 +01:00
Richard Davey
caa69b673d
Better debug rendering
2020-10-09 14:57:07 +01:00
Richard Davey
65e4a7734a
Updated docs
2020-10-09 12:07:37 +01:00
Richard Davey
50a0f0705f
Face is now responsible for determining if it can be rendered, or not. Split the update and load process into two.
2020-10-09 11:55:00 +01:00
Richard Davey
abdd62dd57
Will no longer render Faces it cannot see in the Camera
2020-10-09 11:54:37 +01:00
Richard Davey
88feadb577
Fixed JSDocs, added totalRendered
property.
2020-10-09 11:54:19 +01:00
Richard Davey
f77a5de32c
Geom.Mesh.RotateFace
is a new function that will rotate a Face by a given amount, based on an optional center of rotation.
2020-10-09 11:53:57 +01:00
Richard Davey
bf8cd60aab
Added ability to rotate data on import
2020-10-08 15:53:13 +01:00
Richard Davey
c05cec3ba0
Added JSDocs
2020-10-08 14:40:32 +01:00
Richard Davey
79a1264f8b
Fixed property name
2020-10-08 14:40:25 +01:00
Richard Davey
af0a4dbd37
Updated Mesh to include new functions and docs
2020-10-08 13:24:23 +01:00
Richard Davey
e46ba609a8
Expose new functions
2020-10-08 13:24:09 +01:00
Richard Davey
2f85c8a8ba
Added normals parameters
2020-10-08 13:24:01 +01:00
Richard Davey
e3f7048e22
Removed moved defs
2020-10-08 13:23:44 +01:00
Richard Davey
8838781aa1
Create GenerateGridVerts.js
2020-10-08 13:23:24 +01:00
Richard Davey
d2ea1c45c3
Create GenerateObjVerts.js
2020-10-08 13:23:20 +01:00
Richard Davey
8a73523d6c
Create GenerateVerts.js
2020-10-08 13:23:17 +01:00
Richard Davey
b3f1a7986e
Create GenerateGridConfig.js
2020-10-08 13:23:13 +01:00
Richard Davey
d09764518d
Create GenerateGridVertsResult.js
2020-10-08 13:23:09 +01:00
Richard Davey
20f4e8a66b
Create GenerateVertsResult.js
2020-10-08 13:23:05 +01:00
Richard Davey
1df4661487
Camera.roundPixels now rounds worldView matrix
2020-10-08 11:07:21 +01:00
Richard Davey
114201f497
Fixed tilemaps with missing function
2020-10-08 11:07:05 +01:00
Richard Davey
2e988801ce
Made obj material parsing external
2020-10-08 10:45:03 +01:00
Richard Davey
c0ab4d4ae9
OBJFile can now optionally load a material file along with the model data
2020-10-08 10:44:49 +01:00
Richard Davey
82c87ee814
Create materials
container
2020-10-08 10:44:32 +01:00
Richard Davey
f191283928
Moved ParseObjMaterial to Geom namespace
2020-10-08 10:44:23 +01:00
Richard Davey
727383d4f3
Loader.MultiFile
will now parse the given files array and only add valid entries into the file list, allowing multifiles to now have optional file entries.
2020-10-08 10:44:02 +01:00
Richard Davey
5bb73b5c95
In the Loader.FileTypes.TextFile
config you can now override the type and cache destination for the file.
2020-10-08 10:43:13 +01:00
Richard Davey
324fa6a3b2
Removed MeshCamera, updated Mesh to focus on ortho projections
2020-10-07 22:27:04 +01:00
Richard Davey
9e07e5a27b
Expose RGB
2020-10-07 18:06:39 +01:00
Richard Davey
8f67ffca5f
Starting to add materials
2020-10-07 18:06:33 +01:00
Richard Davey
90824e1485
Removed normalMatrix
2020-10-07 18:06:22 +01:00
Richard Davey
dda4431366
Merged the Layer3D Game Object and pipeline back in for now
2020-10-07 17:44:36 +01:00
Richard Davey
c3fe480905
Finished all docs and added some missing methods and made use of setValues
2020-10-07 17:42:19 +01:00
Richard Davey
75fd64ace7
Modified cam layout
2020-10-07 13:16:24 +01:00
Richard Davey
f6a0a8d96b
Transform based on z value
2020-10-07 13:16:10 +01:00
Richard Davey
55d7b36217
Pass in the z value
2020-10-07 13:16:01 +01:00
Richard Davey
2137e3413d
Added cameraZ parameter
2020-10-07 13:15:53 +01:00
Richard Davey
c6d25c9559
Added z parameter
2020-10-07 13:15:44 +01:00
Richard Davey
8ff78ef08a
Fixed addVerts face addition
2020-10-07 12:45:31 +01:00
Richard Davey
e331638b05
Updated to use transformed values
2020-10-07 12:04:58 +01:00
Richard Davey
caf545d042
Added position, rotation and scale vectors, caching and removed old methods
2020-10-07 12:04:46 +01:00
Richard Davey
a367799da1
Update Vertex.js
2020-10-07 12:04:16 +01:00
Richard Davey
cdc34ef3a8
inputMousePreventDefaultWheel
is a new config option that allows you to control preventDefault
calls specifically on mouse wheel events. Set it via input.mouse.preventDefaultWheel
in the Game Config. It defaults to true
, the same as the previous capture
property did.
2020-10-07 10:14:28 +01:00
Richard Davey
619fd18028
MouseManager.preventDefaultWheel
is a new boolean property, set via the inputMousePreventDefaultWheel
config option that allows you to toggle capture of mouse wheel at runtime.
2020-10-07 10:14:02 +01:00
Richard Davey
2246b63504
inputMousePreventDefaultWheel
is a new config option that allows you to control preventDefault
calls specifically on mouse wheel events. Set it via input.mouse.preventDefaultWheel
in the Game Config. It defaults to true
, the same as the previous capture
property did.
2020-10-07 10:13:50 +01:00
Richard Davey
7a0b056fef
Trying out MeshCamera
2020-10-06 18:05:14 +01:00
Richard Davey
4b7c344497
Added parseOBJMaterial
method and set default texture to __WHITE
2020-10-06 16:00:22 +01:00
Richard Davey
dff414fe82
Added Grid Config typedefs
2020-10-06 13:47:49 +01:00
Richard Davey
1f1edd3742
addGrid
now takes config object and works with texture frames, with or without repeating
2020-10-06 13:42:44 +01:00
Richard Davey
440c33deb8
Use config object
2020-10-06 11:11:28 +01:00
Richard Davey
bbaa5c3eae
Added OBJFileConfig defs
2020-10-06 10:42:22 +01:00
Richard Davey
7287a760ae
Added ParseOBJ type defs
2020-10-06 10:38:21 +01:00
Richard Davey
816c45937d
Removed the Quad Game Object. Mesh can do it better now.
2020-10-06 10:16:46 +01:00
Richard Davey
f0348126de
Improved docs
2020-10-06 09:59:16 +01:00
Richard Davey
b285b2b5bb
Expose manager functions. Fix #5345
2020-10-06 09:59:16 +01:00
Richard Davey
00b8bb4e0f
Merge pull request #5344 from samme/fix/collisions-update-center
...
Correct Arcade Body center after separations
2020-10-06 09:45:41 +01:00
Richard Davey
a0020b2ad4
Fixed paths and addGrid
2020-10-05 17:40:42 +01:00
Richard Davey
b774df9426
More documentation
2020-10-05 17:25:24 +01:00
Richard Davey
57974c120a
Updated docs
2020-10-05 17:12:18 +01:00
Richard Davey
4d7ff23159
Device.Audio.wav
now uses audio/wav
as the canPlayType
check string, instead of audio/wav; codecs="1"
, which should allow iOS13 to play wav files again.
2020-10-05 17:12:09 +01:00
Richard Davey
eb6d342607
Merged the Mesh Geometry functions back in and completed the JSDocs
2020-10-05 16:52:44 +01:00
Richard Davey
6c5a83b862
Added the OBJFile type
2020-10-05 16:52:23 +01:00
Richard Davey
270c2f425d
Create OBJFile.js
2020-10-05 16:52:15 +01:00
Richard Davey
7aaf77a2c6
Merged the Mesh Game Object back in
2020-10-05 16:52:01 +01:00
Richard Davey
8091f09c10
Don't set OutlineStyle if undefined
2020-10-05 13:53:11 +01:00
Richard Davey
706d02873a
Fixed issue with camera flash/fade not working
2020-10-05 13:44:29 +01:00
Richard Davey
468b1ba255
Added 2nd conditional back
2020-10-05 13:43:54 +01:00
Richard Davey
a16ab01e22
MouseManager.isTop
is a new boolean read-only property that flags if the mouse event listeners were attached to window.top
(true), or just window
(false). By default Phaser will attempt window.top
, but this isn't possible in all environments, such as cross-origin iframes, so it will fall back to window
in those cases and set this property to false
2020-10-05 10:40:35 +01:00
Richard Davey
0fb0c094c6
Removed inner loop
2020-10-05 08:07:06 +01:00
Richard Davey
30d80bb74b
Added keyframe
2020-10-05 08:06:53 +01:00
samme
130160f825
Update center after world bounds collision
2020-10-03 13:46:11 -07:00
Richard Davey
c8a99f00f2
Improved JSDocs
2020-10-03 10:15:19 +01:00
Richard Davey
2b99623cdc
Group
now extends EventEmitter
, allowing you to emit custom events from within a Group.
2020-10-03 10:05:38 +01:00
Patrick Sletvold
c1d63d32dd
Add Config typedefs for a bunch of GO Creators
2020-10-03 10:40:24 +02:00
Richard Davey
d9d4d74c89
Updated docs
2020-10-02 14:03:32 +01:00
Richard Davey
42d6188b7a
Now using the GetCullTilesFunction
#4922
2020-10-02 13:53:20 +01:00
Richard Davey
c0c00b66be
Tilemaps.Components.IsometricCullTiles
is a new function that culls tiles in a isometric map.
2020-10-02 13:48:52 +01:00
Richard Davey
ab753ffe10
Tilemaps.Components.StaggeredCullTiles
is a new function that culls tiles in a staggered map.
2020-10-02 13:48:42 +01:00
Richard Davey
0b8b9fb3ba
Tilemaps.Components.HexagonalCullTiles
is a new function that culls tiles in a hexagonal map.
2020-10-02 13:48:33 +01:00
Richard Davey
c44c43a553
Tilemaps.Components.StaggeredCullBounds
is a new function that calculates the cull bounds for a staggered map.
2020-10-02 13:48:22 +01:00
Richard Davey
e42b407721
Tilemaps.Components.HexagonalCullBounds
is a new function that calculates the cull bounds for a hexagonal map.
2020-10-02 13:48:13 +01:00
Richard Davey
2450a16911
Tilemaps.Components.GetCullTilesFunction
is a new function that returns the correct culling function to use.
2020-10-02 13:48:01 +01:00
Richard Davey
c66df4b94b
Deleted unused files
2020-10-02 13:47:49 +01:00
Richard Davey
9c92fccd3a
Updated to use new components
2020-10-02 13:47:36 +01:00
Richard Davey
f58ec09489
Tilemaps.Components.CullBounds
is a new function that calculates the cull bounds for an orthogonal map.
2020-10-02 13:47:27 +01:00
Richard Davey
b11e5fe1fb
Tilemaps.Components.RunCull
is a new function that runs the culling process from the combined bounds and tilemap.
2020-10-02 13:47:10 +01:00
Richard Davey
7980beaeab
Fixed references and docs #4922
2020-10-02 12:09:58 +01:00
Richard Davey
da651dc650
Fixed require filename
2020-10-02 12:06:07 +01:00
Richard Davey
1839e58581
Tidied up formatting #4922
2020-10-02 12:05:52 +01:00
Richard Davey
8ea29b6cf2
Removed console warnings
2020-10-02 12:02:48 +01:00
Richard Davey
89cec01b39
Updated types
2020-10-02 12:02:40 +01:00
Richard Davey
04ecc38a61
Fixed JSDocs and const path #4922
2020-10-02 11:57:37 +01:00
Richard Davey
b09197d8cb
Added proper JSDocs and fixed private accessors #4922
2020-10-02 11:53:23 +01:00
Richard Davey
d5561ad97a
Use cached vec2s to avoid constant vector creation
2020-10-02 11:41:11 +01:00
Richard Davey
aafd5c6cee
Use cached vec2s to avoid constant vector creation
2020-10-02 11:36:44 +01:00
Richard Davey
f03ddf033b
Formatting fix #4992
2020-10-02 11:27:50 +01:00
Richard Davey
a3f67973cd
Corrected documentation and tidied up #4992
2020-10-02 11:25:48 +01:00
Richard Davey
ffb49bdb3a
Tilemaps.Components.StaggeredTileToWorldXY
is a new function that converts staggered tile coordinates to world coordinates.
2020-10-02 11:22:48 +01:00
Richard Davey
4281bc1763
Tilemaps.Components.IsometricTileToWorldXY
is a new function that converts isometric tile coordinates to world coordinates.
2020-10-02 11:22:39 +01:00
Richard Davey
3c3c01d4d5
Tilemaps.Components.HexagonalTileToWorldXY
is a new function that converts hexagonal tile coordinates to world coordinates.
2020-10-02 11:22:30 +01:00
Richard Davey
a51e0b8a68
Tilemaps.Components.GetWorldToTileXYFunction
is a new function that returns the correct conversion function to use.
2020-10-02 11:22:18 +01:00
Richard Davey
6049701d91
Restored previous function
2020-10-02 11:22:02 +01:00
Richard Davey
a89a58bd6c
Restore previous function
2020-10-02 11:16:32 +01:00
Richard Davey
769850a400
Tilemaps.Components.StaggeredTileToWorldY
is a new function that converts a staggered Y coordinate to a world coordinate.
2020-10-02 11:16:18 +01:00
Richard Davey
0b7d3236b4
Tilemaps.Components.HexagonalTileToWorldY
is a new function that converts a hexagonal Y coordinate to a world coordinate.
2020-10-02 11:16:07 +01:00
Richard Davey
0b630754f7
Tilemaps.Components.GetTileToWorldYFunction
is a new function that returns the correct conversion function to use.
2020-10-02 11:15:54 +01:00
Richard Davey
00603c0d39
Tilemaps.Components.GetTileToWorldXFunction
is a new function that returns the correct conversion function to use.
2020-10-02 11:03:56 +01:00
Richard Davey
3eaacffb37
Restore previous function #4992
2020-10-02 11:03:03 +01:00
Richard Davey
0952421bfb
Expose the new functtions #4992
2020-10-02 11:00:30 +01:00
Richard Davey
da3d0108f4
Restore back to previous version
2020-10-02 10:59:24 +01:00
Richard Davey
9c22133bb2
Tilemaps.Components.StaggeredWorldToTileXY
is a new function that converts world coordinates to staggered tile coordinates.
2020-10-02 10:58:36 +01:00
Richard Davey
b8520f3b0d
Tilemaps.Components.IsometricWorldToTileXY
is a new function that converts world coordinates to isometric tile coordinates.
2020-10-02 10:58:18 +01:00
Richard Davey
7402d22c53
Tilemaps.Components.HexagonalWorldToTileXY
is a new function that converts world coordinates to hexagonal tile coordinates.
2020-10-02 10:57:57 +01:00
Richard Davey
7d39bf9217
Tidy return statements
2020-10-02 10:57:14 +01:00
Richard Davey
ef2d4f6d7a
Tilemaps.Components.GetWorldToTileXYFunction
is a new function that returns the correct conversion function to use.
2020-10-02 10:56:44 +01:00
Richard Davey
2537e3ff70
Tilemaps.Components.GetWorldToTileXFunction
is a new function that returns the correct conversion function to use.
2020-10-02 10:37:41 +01:00
Richard Davey
3352bd800c
Restored previous version #4992
2020-10-02 10:37:30 +01:00
Richard Davey
92b431646a
Tilemaps.Components.GetWorldToTileYFunction
is a new function that returns the correct type of translation to use.
2020-10-02 10:31:02 +01:00
Richard Davey
f1c85fc220
Tilemaps.Components.HexagonalWorldToTileY
is a new function that converts world Y coordinates from pixels to hexagonal tile Y coordinates.
2020-10-02 10:30:53 +01:00
Richard Davey
cb09374f9d
Tilemaps.Components.StaggeredWorldToTileY
is a new function that converts world Y coordinates from pixels to staggered tile Y coordinates.
2020-10-02 10:30:43 +01:00
Richard Davey
17df0f7135
Restored to previous version. #4992
2020-10-02 10:30:30 +01:00
Richard Davey
398bdf4314
Tilemap.hexSideLength
is a new property that holds the length of the hexagon sides, if using Hexagonal Tilemaps.
2020-10-02 10:30:08 +01:00
Richard Davey
24437485af
Fixed static function #4992
2020-10-02 10:19:13 +01:00
Richard Davey
ba4be029be
Create TilemapOrientationType.js
2020-10-02 10:18:57 +01:00
Richard Davey
a8bd2204f2
Fixed updatePixelXY
and prioritied orthogonal maps. #4992
2020-10-02 09:52:40 +01:00
Richard Davey
9caadeb364
Lint fix. #4992
2020-10-02 09:49:39 +01:00
Richard Davey
555c47e773
Moved Tilemap const declarations to the correct place. #4992
2020-10-02 09:48:44 +01:00
Richard Davey
c3c35322c4
Merge pull request #4992 from svipal/master
...
Preliminary PR for isometric support
2020-10-02 09:42:47 +01:00
samme
2223aebffb
Don't update center before separation
...
Should be unnecessary now
2020-10-01 10:44:40 -07:00
samme
9a348409e3
Update center after separation
2020-10-01 10:42:30 -07:00
Richard Davey
6bc858e332
Moved out OBJFile and updated PipelineManager
2020-10-01 18:00:02 +01:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
239edd5296
Preparing for beta 8
2020-10-01 17:38:47 +01:00
Richard Davey
4b5450d136
Expose Basic ShaderLib, add Program, Attribute and Uniform handlers
2020-10-01 17:19:13 +01:00
Richard Davey
21cf8bcf78
Create ShaderChunk.js
2020-10-01 16:16:18 +01:00
Richard Davey
6c1a9282c6
Added all of the shader chunks
2020-10-01 16:16:12 +01:00
Richard Davey
8c3226dc91
New shader bundler script
2020-10-01 16:15:00 +01:00
Richard Davey
bf17d061f7
Geometry, VAO and Renderer updated ready for shader build
2020-10-01 14:29:53 +01:00
Richard Davey
2d43561e1a
WebGLRenderer.vaoExtension
is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser.
2020-10-01 13:48:27 +01:00
Richard Davey
0a695e6061
Material can store its own transient properties, rather than using a Map
2020-10-01 12:16:08 +01:00
Richard Davey
4238505ee2
Update Renderer.js
2020-10-01 12:15:54 +01:00
Richard Davey
f9617bd0be
The RenderState class
2020-10-01 12:15:47 +01:00
Richard Davey
dd99853cdb
Created all of the WebGL state handling functions
2020-10-01 12:15:29 +01:00
Richard Davey
d8992ccf9d
WebGLRenderer.instancedArraysExtension
is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser.
2020-10-01 10:57:13 +01:00
Richard Davey
23d6c68f1c
Update Renderer.js
2020-09-30 17:45:12 +01:00
Richard Davey
b05d7f5481
Starting core renderer
2020-09-30 17:45:05 +01:00
Richard Davey
c0bfb6a61c
Added basic Camera and Frustum
2020-09-30 17:07:57 +01:00
Richard Davey
3baa34bea5
Create Mesh.js
2020-09-30 17:07:40 +01:00
Richard Davey
ee7804f515
Matrix4.getInverse
is a new method that takes a Matrix4, copies it to the current matrix, then returns the inverse of it.
2020-09-30 17:07:32 +01:00
Richard Davey
1907bda5ee
Update GameObjectFactory.js
2020-09-30 16:30:12 +01:00
Richard Davey
5313356fb0
Added basic Geometry
2020-09-30 15:30:50 +01:00
Richard Davey
6ab0803469
Fixed path
2020-09-30 15:11:42 +01:00
Richard Davey
abf7756e19
Starting to flesh out the Layer3D Plugin basics
2020-09-30 15:10:48 +01:00
Richard Davey
1c2c479689
Include Layer3D if feature enabled
2020-09-30 15:09:57 +01:00
Richard Davey
f8d7e823d7
Quaternion.setFromRotationMatrix
is a new method that will set the rotation of the quaternion from the given Matrix4.
2020-09-30 15:09:35 +01:00
Richard Davey
9afaf5f2c0
Moved RGB class
2020-09-30 14:16:13 +01:00
Richard Davey
7f3e6798e4
Added multiplyMatrices
and premultiply
methods and removed unused method.
2020-09-30 14:02:16 +01:00
Richard Davey
06d359dc25
Matrix4.transform
is a new method that will generate a transform matrix from the given position and scale vectors and a rotation quaternion.
...
Removed un-used methods.
2020-09-30 13:48:59 +01:00
Richard Davey
d3e318a51c
Added projectViewMatrix
and unprojectViewMatrix
.
2020-09-30 13:39:48 +01:00
Richard Davey
40a808cb50
Matrix4.lookAtRH
is a new method that will generate a right-handed look-at matrix from the given eye, target and up positions.
2020-09-30 13:36:14 +01:00
Richard Davey
51ab68573f
Matrix4.getMaxScaleOnAxis
is a new method that will return the maximum axis scale from the Matrix4.
2020-09-30 13:19:20 +01:00
Richard Davey
7896bb4157
Added new methods.
...
* `Vector3.setFromMatrixPosition` is a new method that will set the components of the Vector3 based on the position of the given Matrix4.
* `Vector3.setFromMatrixColumn` is a new method that will set the components of the Vector3 based on the specified Matrix4 column.
* `Vector3.fromArray` is a new method that will set the components of the Vector3 based on the values in the given array, at the given offset.
* `Vector3.min` is a new method that will set the components of the Vector3 based on the `Main.min` between it and the given Vector3.
* `Vector3.max` is a new method that will set the components of the Vector3 based on the `Main.max` between it and the given Vector3.
* `Vector3.addVectors` is a new method that will set the components of the Vector3 based on the addition of the two Vector3s given.
* `Vector3.addScalar` is a new method that will multiply the components of the Vector3 by the scale value given.
* `Vector3.applyMatrix3` is a new method that will take a Matrix3 and apply it to the Vector3.
* `Vector3.applyMatrix4` is a new method that will take a Matrix4 and apply it to the Vector3.
2020-09-30 13:18:45 +01:00
Richard Davey
c299c9e108
Renamed method to setFromEuler
2020-09-30 11:23:01 +01:00
Richard Davey
3b8c78cca2
Quaternion.fromEuler
is a new method that will set the quaternion from the given Euler
object, optionally calling the onChangeCallback
in the process.
...
The `Quaternion.set` method has a new optional boolean parameter `update` (defaults to `true`), which will call the `onChangeCallback` if set.
2020-09-30 11:21:28 +01:00
Richard Davey
8823f7f0e4
Removed Layer3D and Quad Game Objects
2020-09-30 11:03:19 +01:00
Richard Davey
11e6101f8d
Added Math.Euler class
2020-09-30 11:02:54 +01:00
Richard Davey
368df2acef
Quaternion
now has a new property onChangeCallback
which, if set, will be invoked each time the quaternion is updated. This allows you to link change events to other objects.
...
Internally, the `Quaternion` class now has 4 new private properties: `_x`, `_y`, `_z` and `_w` and 4 new getters and setters for the public versions. It also now passes most methods via `set` to allow for the onChange callback to be invoked. This does not change the public-facing API.
2020-09-30 11:02:33 +01:00
Richard Davey
4dfa49fc05
Fix return states
2020-09-30 09:23:58 +01:00
Richard Davey
0e72b3d3a0
Container doesn't need to be on the updateList, so remove the handler.
2020-09-30 09:20:16 +01:00
Richard Davey
24de03ca96
Added missing ADDED_TO_SCENE
handlers
2020-09-29 20:14:30 +01:00
Richard Davey
12c8ddfd05
Use getXRound
2020-09-29 18:05:39 +01:00
Richard Davey
9619995527
Add to UpdateList if not on Display List
2020-09-29 18:05:29 +01:00
Richard Davey
8119ce7da1
Fixed use of old camera private properties
2020-09-29 16:44:11 +01:00
Richard Davey
76d2630f8b
Fixed Shake effect
2020-09-29 16:43:42 +01:00
Richard Davey
83542ff51d
Merge pull request #5330 from somnolik/fix-render-texture-group
...
Fix drawing Group to RenderTexture
2020-09-29 12:22:07 +01:00
Richard Davey
780e1d9adb
Texture parsed files no longer store their data in the data caches as well.
...
You can now use `TextureManager.remove` to remove a texture and not have to worry about clearing the corresponding JSON or XML cache entry as well in order to reload a new texture using the same key. Fix #5323
2020-09-29 10:38:44 +01:00
Richard Davey
90096a6b64
Added mention about tint to the docs. Fix #5327
2020-09-29 09:31:09 +01:00
samme
e639bb73d8
Correct Arcade Body types
...
For TypeScript
Fixes #5328
2020-09-28 11:42:21 -07:00
Richard Davey
f9803774dd
The Line
Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596
2020-09-28 17:00:15 +01:00
Richard Davey
1d66284a22
Removed debug logs and finished JSDocs
2020-09-28 15:25:43 +01:00
Richard Davey
34be82a20c
Added processX and processY methods
2020-09-28 15:25:28 +01:00
Richard Davey
4d484e2c0c
Updated to handle face blocking and all possible checks
2020-09-28 13:07:32 +01:00
Richard Davey
731e661d56
No longer needed
2020-09-28 13:07:11 +01:00
Richard Davey
4785953368
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-28 08:07:23 +01:00
Richard Davey
09c2a2d622
Testing new separation
2020-09-28 08:07:19 +01:00
Richard Davey
30b514fc58
Merge pull request #5326 from samme/fix/body-setOffset
...
Remove Arcade.Body#updateCenter() in Arcade.Body#setOffset()
2020-09-26 10:19:53 +01:00
Stefan Karner
f4b2b34535
Fix drawing Group to RenderTexture
...
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
2020-09-26 10:25:22 +02:00
samme
639a93583f
Remove updateCenter() in setOffset()
2020-09-25 14:42:56 -07:00
samme
d0f6070e14
Docs: Arcade.Body#setOffset
2020-09-25 14:37:26 -07:00
samme
13c27064a8
Docs: Arcade.Body#reset
...
Only game object receives the passed coordinates
2020-09-25 14:19:12 -07:00
Richard Davey
bed716e382
X Separation working properly in all cases. Now to adjust Y.
2020-09-25 21:25:01 +01:00
Richard Davey
7630b8e28d
Testing new Separation logic (Y done, X in progress)
2020-09-25 18:01:40 +01:00
Patrick Sletvold
79114a00e5
Add return type for ParseRetroFont
2020-09-25 18:26:44 +02:00
Richard Davey
2bcf1f70be
Testing new separation logic (incomplete atm)
2020-09-24 18:10:11 +01:00
Richard Davey
da78d3ee42
Tidy up docs
2020-09-24 18:10:00 +01:00
Richard Davey
69b8458bb8
Added new pushable
component
2020-09-24 18:09:49 +01:00
Richard Davey
b64d63f60e
When running an Arcade Physics overlap
test against a StaticBody
, it will no longer set the blocked
states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435
2020-09-24 11:04:56 +01:00
Richard Davey
aa3544310c
When taking a snapshot
in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot
function. Fix #4956
2020-09-24 10:32:47 +01:00
Richard Davey
6484bc3607
Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
2020-09-24 09:36:15 +01:00
Richard Davey
4748c7c7fc
WebGLRenderer.defaultScissor
is a new property that holds the default scissor dimensions for the renderer. This is modified during resize
and avoids continuous array generation in the preRender
loop.
2020-09-24 09:26:41 +01:00
Richard Davey
e004fa47fc
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
. It now renders as expected. Fix #4675
2020-09-23 18:10:12 +01:00
Richard Davey
5f28ff64a2
New clearMask
and createMask
methods and tidied up structure
2020-09-23 17:59:17 +01:00
Richard Davey
c6f533b872
Fixed legacy interpolation parameters
2020-09-23 17:55:29 +01:00
Richard Davey
232f8e0ebc
Updated to use new uniforms and fixed renderWebGL
parameters
2020-09-23 17:55:03 +01:00
Richard Davey
bba88b32d8
Fixed property name
2020-09-23 17:15:32 +01:00
Richard Davey
1f9243fe81
Merge pull request #5322 from samme/feature/setMaxVelocity
...
Set maxVelocity in PhysicsGroupConfig
2020-09-23 13:06:52 +01:00
Richard Davey
63bac3a13d
The Loader.maxParallelDownloads
value is now set to 6 if running on Android, or 32 on any other OS. This avoids net::ERR_FAILED
issues specifically on Android. You can still override this in the Game Config if you wish. Fix #4957
2020-09-23 13:04:18 +01:00
Richard Davey
8d51e8ab2c
Fix #4859
2020-09-23 12:59:03 +01:00
Richard Davey
212e7aa301
The Shape
class now includes the ComputedSize
component properties and methods directly in the class, rather than applying as a mixin. setSize
is now flagged as being private
, because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811
2020-09-23 12:46:55 +01:00
Richard Davey
f16e1c09f3
Lint fix
2020-09-23 12:39:21 +01:00
Richard Davey
e7926674b8
The Graphics
WebGL Renderer will now default to pathOpen = true
. This fixes issues under WebGL where, for example, adding an arc and calling strokePath
, without first calling beginPath
will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
2020-09-23 12:34:20 +01:00
Richard Davey
559127a53f
Graphics.strokeRoundedRect
now issues moveTo
commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955
2020-09-23 12:34:06 +01:00
Richard Davey
b86d982c00
The ParticleManagerCanvasRenderer
now calculates its transform matrix differently, splitting out the parent matrix and factoring in the follow offsets separately. It also uses setToContext
internally. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers, or having the Camera zoomed, running under Canvas. Fix #4908 #4531 #4131
2020-09-23 12:06:29 +01:00
Richard Davey
e2d775e083
Remove duplicate code
2020-09-23 12:06:22 +01:00
Richard Davey
a459ec090f
Fixed lint issue
2020-09-23 11:50:07 +01:00
Richard Davey
fb849ae0dc
The ParticleManagerWebGLRenderer
now calculates its transform matrix differently, splitting out the parent matrix and factoring in follow offsets separately. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers. Fix #5319 #5195 #4739 #4691
2020-09-23 11:50:00 +01:00
Richard Davey
b350ebddcc
Removed duplicate code.
2020-09-23 11:42:14 +01:00
svipal
79920709e5
removed useless change
2020-09-23 01:13:20 +02:00
samme
426c9632c7
Set maxVelocity in PhysicsGroupConfig
2020-09-22 16:05:21 -07:00
Richard Davey
76deec0ef6
When destroying an interactive Game Object that had useHandCursor
enabled, it would reset the CSS cursor to default, even if the cursor wasn't over that Game Object. It will now only reset the cursor if it's over the Game Object being destroyed. Fix #5321
...
The `InputPlugin.shutdown` method will now reset the CSS cursor, in case it was set by any Game Objects in the Scene that have since been destroyed.
2020-09-22 22:40:56 +01:00
Richard Davey
aea0e4c925
Pointer.down
will now check if the browser is running under macOS and if the ctrl key was also pressed, if so, it will flag the down event as being a right-click instead of a left-click, as per macOS conventions. Fix #4245
2020-09-22 20:42:38 +01:00
Richard Davey
fe4b706cb0
Setting the pixelArt
config option will now set antialiasGL
to false
, as well as antialias
. Fix #5309
2020-09-22 17:07:46 +01:00
Richard Davey
00b7530d7a
Explain render modes better.
2020-09-22 17:00:02 +01:00
Richard Davey
d5de353890
You can now use setMaxWidth
on DynamicBitmapText
, which wasn't previously possible. Fix #4997
2020-09-22 16:52:36 +01:00
Richard Davey
6bf36083a8
Added setMaxWidth
docs. Fix #4997
2020-09-22 16:48:38 +01:00
Richard Davey
5a6dec237c
Fixed RetroFont Parser. Fix #5310
2020-09-22 16:47:05 +01:00
Richard Davey
4fd46f4d1f
Fixed DynamicBitmapText WebGL Renderer. Fix #5303
2020-09-22 16:38:17 +01:00
Richard Davey
95b9ba55de
Added setPosition and setScale
2020-09-22 15:25:09 +01:00
Richard Davey
b317f89404
Renderer updates the camera
2020-09-22 15:25:09 +01:00
Richard Davey
674966280e
Merge pull request #5320 from vforsh/master
...
Add reserve property to particle emitter config
2020-09-22 15:24:16 +01:00
Richard Davey
6ff21af807
Added start of controls
2020-09-22 12:48:32 +01:00
Richard Davey
fe17dfc022
Updated docs
2020-09-22 12:48:23 +01:00
Richard Davey
6cf95f3548
Updated missing docs
2020-09-22 12:48:15 +01:00
Richard Davey
06b3a01d87
Added layer property
2020-09-22 12:48:03 +01:00
Richard Davey
2143b38dc4
Added destroy method
2020-09-22 12:47:51 +01:00
Richard Davey
183e68580f
Fixed dirty flag reset
2020-09-22 11:45:49 +01:00
Richard Davey
bd25dbc355
Added per-model cull mode
2020-09-22 11:39:26 +01:00
Richard Davey
0410c9f5aa
Updated JSDocs
2020-09-22 11:33:40 +01:00
Richard Davey
7d5adab502
Added JSDocs
2020-09-22 11:17:40 +01:00
Richard Davey
9ec300d618
Updated JSDocs
2020-09-22 11:12:40 +01:00
Richard Davey
820ea7799c
Completed JSDocs
2020-09-22 11:12:32 +01:00
Richard Davey
248d2352b6
Update the camera if dirty
2020-09-22 10:59:36 +01:00
Richard Davey
d08a6c657c
Added all documentation and dirty flag handling
2020-09-22 10:59:28 +01:00
Richard Davey
4945fc95e1
Not yet fixed, but no longer crashes build
2020-09-21 18:25:02 +01:00
Richard Davey
3950191468
Lots of docs and tidying up
2020-09-21 18:24:47 +01:00
Richard Davey
333945a89e
Remove Mesh Game Object and add Layer3D
2020-09-21 18:24:38 +01:00
Richard Davey
afe765a2cf
Fix component properties
2020-09-21 18:24:12 +01:00
Richard Davey
6abeb84ff6
Remove Face and Vertex classes
2020-09-21 18:24:03 +01:00
Richard Davey
d86cde525a
Remove console.log
2020-09-21 18:23:48 +01:00
Richard Davey
d33c69b65c
Updated the shaders
2020-09-21 18:23:41 +01:00
Richard Davey
24f7c2e3df
Updated to use RGB objects, finished missing methods
2020-09-21 15:57:57 +01:00
Richard Davey
893453f840
New uniforms handler, new cache and dirty checks
2020-09-21 15:57:38 +01:00
Richard Davey
33734309f1
Clean the mesh after rendering
2020-09-21 15:57:21 +01:00
Richard Davey
989e3e6e07
Swapped to use RGB objects
2020-09-21 15:57:11 +01:00
Richard Davey
82c8ada236
Added fog, dirty refresh and preUpdate handler
2020-09-21 15:56:58 +01:00
Richard Davey
27eafe3661
New Face and Vertex typedefs
2020-09-21 15:56:21 +01:00
Richard Davey
977054a7c8
Added new RGB class to encapsulate color data
2020-09-21 15:56:09 +01:00
Richard Davey
4549fb4320
Updated type defs
2020-09-21 14:05:51 +01:00
Richard Davey
f2f3aea79a
Shorter errors
2020-09-21 14:05:38 +01:00
Richard Davey
9bb510be0c
Now caches uniform locations and added all of the new set1f
etc uniform methods
2020-09-21 14:05:30 +01:00
Richard Davey
7a8932a3a4
Remove log
2020-09-21 14:04:52 +01:00
Vladislav Forsh
4d7301a4be
Improve types for particle emitter deathZone and emitZone
2020-09-21 12:38:29 +03:00
Richard Davey
7f7d7a1b2e
Can now rotate the model
2020-09-21 10:13:58 +01:00
Richard Davey
1b4af32ec2
The Quaternion
class constructor will now default the values to 0,0,0,1
if they're not provided, making it an identity quaternion, rather than the 0,0,0,0
it was before.
2020-09-21 10:13:50 +01:00
Vladislav Forsh
530c7a3d92
Add reserve property to particle emitter config
2020-09-21 12:06:49 +03:00
Richard Davey
a8df17b622
Corrected JSDocs
2020-09-21 09:54:23 +01:00
Richard Davey
99953b94b6
Merge pull request #5311 from vforsh/master
...
Add ability to use custom easing function(s) with particle emitters
2020-09-21 09:40:26 +01:00
Richard Davey
3672559fc1
Merge pull request #5315 from samme/feature/onWorldBounds
...
Add onWorldBounds argument in Arcade.Body#setCollideWorldBounds()
2020-09-21 09:38:05 +01:00
Richard Davey
e7f6e8aa57
Merge pull request #5317 from samme/docs/cursorKeys
...
Docs: correct CursorKeys
2020-09-21 09:35:31 +01:00
Richard Davey
48272312ed
Merge pull request #5318 from samme/fix/getMatching
...
Fix Group#getMatching()
2020-09-21 09:34:03 +01:00
Richard Davey
78c1eb7934
Removed debug, modified signatuers, added fog
2020-09-21 00:17:58 +01:00
Richard Davey
0ad265da2e
Removed faces and verts arrays as moved to a single ArrayBuffer instance
2020-09-21 00:17:38 +01:00
Richard Davey
56caeb126f
Renders whole buffer in a single draw with no vertex iteration
2020-09-21 00:17:14 +01:00
Richard Davey
1d2a8bc58f
Added fog to shader
2020-09-21 00:16:43 +01:00
samme
d4059c8f6e
Fix Group#getMatching
2020-09-19 10:10:25 -07:00
Svipal
3997cad5a7
same work
2020-09-19 13:05:56 +02:00
Svipal
e25c4a2e6b
made it so github will not list file differences that are not there
2020-09-19 12:58:16 +02:00
Svipal
5fd854fd26
fixed dynamic layer
2020-09-19 11:45:46 +02:00
Svipal
7ca2f9f10b
Merge branch 'master' of https://github.com/svipal/phaser into master
2020-09-19 11:04:49 +02:00
Svipal
a9e8c49bf0
fixed typo
2020-09-19 11:04:28 +02:00
svipal
030a9489cd
Merge pull request #9 from photonstorm/master
...
Final master pull hopefully
2020-09-19 11:01:04 +02:00
Svipal
299f83c13d
fixed conflicts
2020-09-19 10:56:05 +02:00
Richard Davey
8366d90f96
Added material and other new methods
2020-09-18 17:52:53 +01:00
Richard Davey
374cc84be8
Now the pipeline does it all
2020-09-18 17:52:41 +01:00
Richard Davey
561a1b54a2
Handle vertex normals too
2020-09-18 17:52:30 +01:00
Richard Davey
640ce49d93
Update MeshCamera.js
2020-09-18 17:52:20 +01:00
Richard Davey
6e62ada207
Created new MeshLight class
2020-09-18 17:52:15 +01:00
Richard Davey
307cbe130f
New Mesh Shader
2020-09-18 17:51:23 +01:00
Richard Davey
9a1b252a11
Use shouldFlush
2020-09-18 17:50:57 +01:00
Richard Davey
371fb5e68a
Added normals, removed Vec3
2020-09-18 17:50:47 +01:00
Richard Davey
0e2911c4a5
Added fromRotation and mult methods
2020-09-18 17:50:40 +01:00
Richard Davey
0013db3747
Created new Mesh Pipeline
2020-09-18 17:50:20 +01:00
samme
08b2ea467b
Docs: correct CursorKeys
...
Properties not optional
2020-09-18 08:57:05 -07:00
Richard Davey
74f35acad1
Better docs
2020-09-18 16:38:26 +01:00
svipal
79fe9abc6e
finished updating culling system
2020-09-18 17:16:52 +02:00
kainage
6861a93a82
Allow setting alpha for 2D camera flash effect
...
* Allow the overriding of `this.alpha` value for the camera flash effect
2020-09-17 21:55:01 -07:00
samme
2eb505c91d
Docs: Arcade.Body#setCollideWorldBounds
2020-09-17 14:20:13 -07:00
samme
7aa8f02d8c
Add onWorldBounds arg in setCollideWorldBounds()
2020-09-17 14:19:57 -07:00
Richard Davey
5b8e490c7e
Flush during render so we can have models with more vertices than the batch allows
2020-09-17 18:08:25 +01:00
Richard Davey
5ff9894925
MeshCamera now supports orbit and pan modes
2020-09-17 18:08:07 +01:00
Richard Davey
d40f99c332
Vertor3.addScale
is a new method that will add the given vector and multiply it in the process.
2020-09-17 18:07:54 +01:00
Richard Davey
6ce58ed73b
Let them define the orientation
2020-09-17 10:08:15 +01:00
Richard Davey
87ed734475
Easier iteration
2020-09-17 10:08:07 +01:00
Richard Davey
f853a2be70
Use the projected coordinates
2020-09-17 10:07:56 +01:00
Richard Davey
38958d025a
We need the z axis
2020-09-17 10:07:19 +01:00
Richard Davey
8ca1730cc1
Remove log
2020-09-16 17:49:00 +01:00
Richard Davey
c5412df09e
Fix docs
2020-09-16 17:48:56 +01:00
Richard Davey
8085952507
Expose MeshCamera
2020-09-16 17:35:54 +01:00
Richard Davey
c306229478
Final JSDocs
2020-09-16 17:33:17 +01:00
Richard Davey
303f09b23e
Final JSDocs
2020-09-16 17:25:42 +01:00
Richard Davey
1d0b5cc6a9
Added Size component
2020-09-16 17:15:37 +01:00
Richard Davey
fcf0867843
Final JSDocs
2020-09-16 17:15:25 +01:00
Richard Davey
a38166ce2b
Now allows a texture per model, not mesh
2020-09-16 16:39:06 +01:00
Richard Davey
fcd1cf96b8
Added dirty handling, drawDebug and destroy
2020-09-16 16:38:53 +01:00
Richard Davey
851775ae19
New MeshCamera class
2020-09-16 16:38:39 +01:00
Richard Davey
8ff008b740
Removed un-used components, refactored method names and added MeshCamera
2020-09-16 16:38:32 +01:00
Richard Davey
da6a300474
Iterates and renders the new models array
2020-09-16 13:51:39 +01:00
Richard Davey
4f7442ee96
Moving all dependencies to the Model object
2020-09-16 13:51:30 +01:00
Richard Davey
113ae646e2
Updated path ref
2020-09-16 13:50:44 +01:00
Richard Davey
a96d380933
Created new Geom.Mesh
namespace for all of the Mesh related functions and classes
2020-09-16 13:50:36 +01:00
Vladislav Forsh
8fd4754b03
Add ability to use custom easing function(s) with particle emitters
2020-09-16 12:43:38 +03:00
Richard Davey
45412157c2
Added JSDocs
2020-09-16 09:50:24 +01:00
Richard Davey
b74928b2f8
Added hideCCW
, addOBJ
, addModel
, sortByDepth
, rotateX
, rotateY
, rotateZ
, depthSort
, addVertex
and addFace
methods.
2020-09-15 18:09:19 +01:00
Richard Davey
431eb69b42
Much cleaner rendering function, skipping invalid faces
2020-09-15 18:07:51 +01:00
Richard Davey
3e133c900a
New method signature order
2020-09-15 18:07:24 +01:00
Richard Davey
a2a199818e
Added contains
and isCounterClockwise
methods and depth
property
2020-09-15 18:07:14 +01:00
Richard Davey
229d27dc9e
Updated docs and added load
method
2020-09-15 18:06:48 +01:00
Richard Davey
dd28a11c93
Loader.OBJFile
is a new File Loader type that can load Wavefront OBJ files, which are then parsed and stored in the OBJ Cache.
2020-09-15 18:06:31 +01:00
Richard Davey
a0b47e8c5f
Geom.ParseObj
is a new function that will parse a Wavefront OBJ file into model data that can be consumed by the Mesh Game Object.
2020-09-15 18:05:47 +01:00
Richard Davey
bd2c56e306
Typo fix
2020-09-15 18:04:26 +01:00
Richard Davey
d8a8aa8448
Added clearVertices
and renamed to addVertices
so you can append on more verts post-creation
2020-09-15 11:57:44 +01:00
Richard Davey
b763fa0f18
The Mesh now renders by iterating through the Faces array, not the vertices. This allows you to use Array methods such as BringToTop
to reposition a Face, thus changing the drawing order without having to repopulate all of the vertices.
2020-09-15 11:57:22 +01:00
Richard Davey
5e5b8c0938
The WebGLPipeline.shouldFlush
method now accepts an optional parameter amount
. If given, it will return true
if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
2020-09-15 11:54:12 +01:00
Richard Davey
08b4597b72
Improved JSDocs
2020-09-15 10:37:19 +01:00
Richard Davey
99c12540f7
Utils.Array.Matrix.Translate
is a new function that will translate an Array Matrix by horizontally and vertically by the given amounts.
2020-09-15 10:35:53 +01:00
Richard Davey
92982d810b
Added ability to get InCenter. translate and rotate Face
2020-09-14 17:35:06 +01:00
Richard Davey
52d5b00fe5
Added setPosition
and translate
methods
2020-09-14 17:34:47 +01:00
Richard Davey
f97042193f
Beta 7 tag
2020-09-14 15:35:00 +01:00
Richard Davey
6a966e3f3b
Removed interpolationPercentage
parameter from all render methods, as it has never been used.
2020-09-14 15:33:58 +01:00
Richard Davey
83f8f007d1
Now uses GetCalcMatrix
2020-09-14 15:22:16 +01:00
Richard Davey
1057ead114
Dump all of the old mega arrays and replace with an array of Vertex instances.
2020-09-14 15:09:34 +01:00
Richard Davey
36a33745b6
Expose Vertex and Face
2020-09-14 15:09:12 +01:00
Richard Davey
6a3ce21702
GameObject.Face
is a new micro class that consists of references to the three Vertex
instances that construct the single Face.
2020-09-14 15:08:36 +01:00
Richard Davey
8fc969088c
GameObject.Vertex
is a new micro class that encapsulates all of the data required for a single vertex, such as position, uv, color and alpha. This class is now created internally by the Mesh Game Object.
2020-09-14 15:08:25 +01:00
Richard Davey
3fa0070e50
Now uses white texture and tintEffect mode 1
2020-09-14 15:03:04 +01:00
Richard Davey
87c8e75ece
Updated JSDocs
2020-09-14 15:02:21 +01:00
Richard Davey
951457c881
As a result of the change to the shader, all uses of the WebGL Util function getTintAppendFloatAlphaAndSwap
have been replaced with getTintAppendFloatAlpha
instead.
2020-09-14 15:02:13 +01:00
Richard Davey
194257d199
Create GetCalcMatrixResults.js
2020-09-14 15:01:45 +01:00
Richard Davey
8d25510b61
GameObjects.GetCalcMatrix
is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText
(Static and Dynamic), Graphics
, Mesh
, Rope
, Shader
, Arc
, Curve
, Ellipse
, Grid
, IsoBox
, IsoTriangle
, Line
, Polygon
, Rectangle
, Star
and Triangle
. This dramatically reduces the amount of duplicate code across the API.
2020-09-14 15:01:40 +01:00
Richard Davey
4795c56d79
Config.images.white
is a new Game Config property that specifies the 4x4 white PNG texture used by Graphics rendering. You can override this via the config, but only do so if needed.
2020-09-14 14:57:08 +01:00
Richard Davey
e368c479a0
The TextureManager
now generates a new texture with the key __WHITE
durings its boot process. This is a pure white 4x4 texture used by the Graphics pipelines.
2020-09-14 14:54:58 +01:00
Richard Davey
81800e0ce2
WebGLRenderer.whiteTexture
is a new property that is a reference to a pure white 4x4 texture that is created during Boot by the Texture Manager. The Multi Pipeline uses this internally for all Graphic, Shape and fill rendering.
2020-09-14 14:44:29 +01:00
Richard Davey
81b63cdf20
The Rope.tintFill
property is now a boolean, not an integer, and can no longer take 2
as a value for a complete fill. Instead, you should provide a solid color texture with no alpha.
2020-09-14 11:12:41 +01:00
Richard Davey
e5ce83aebd
New direct tint value
2020-09-14 11:06:16 +01:00
Richard Davey
0f6cc79cd1
The function GetColorFromValue
has been removed as it's no longer used internally.
2020-09-14 11:05:32 +01:00
Richard Davey
4ade25fc79
No longer read private values for tint
...
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
75c5f11aee
Updated shader source RGB to BGR and removed if-else block
...
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they now read the color value as `outTint.bgr` instead of `outTint.rgb`. This allows the colors to remain in RGB order within the Tint component.
* The `Single.frag`, `Light.frag` and `Multi.frag` shaders have all been updated so they no longer have a 3-way check on the `outTintEffect` value.
2020-09-14 11:02:02 +01:00
Richard Davey
6d09f1fe40
Refactored Tint component
...
* `Tint.tintTopLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTL` which has now been removed.
* `Tint.tintTopRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTR` which has now been removed.
* `Tint.tintBottomLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBL` which has now been removed.
* `Tint.tintBottomRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBR` which has now been removed.
* The property `Tint._isTinted` has been removed as it's no longer required.
2020-09-14 10:59:32 +01:00
Richard Davey
ea0abc4f69
Tidy up the formatting
2020-09-14 09:44:17 +01:00
Richard Davey
17ed707acb
The Loader.path
was being added to the File URL even if the URL was absolute. This is now checked for and the path is not applied unless the URL is relative #5301
2020-09-14 09:23:59 +01:00
Richard Davey
25b5c2d1d1
Loads of new Mesh updates
...
* `Mesh.setVertices` is a new method that allows you to set the verts of a Mesh Game Object from the given parameters. This allows you to modify a mesh post-creation, or populate it with data at a later stage.
* The Mesh constructor signature has changed to `scene, x, y, vertices, uvs, indicies, colors, alphas, texture, frame`, where `indicies` is the new parameter added to the list. It allows you to provide indexed vertex data to create the Mesh from, where the `indicies` array holds the vertex index information. The final list of vertices is built from this index along with the provided vertices and uvs arrays.
* You can now supply just a single numerical value as the `color` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the color for all vertices created.
* You can now supply just a single numerical value as the `alpha` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the alpha for all vertices created.
* The `Mesh` Game Object now extends the `SingleAlpha` component and the alpha value is factored into the final alpha value per vertex during rendering. This means you can now set the whole alpha across the Mesh using the standard `setAlpha` methods. But, if you wish to, you can still control the alpha on a per-vertex basis as well.
* The `Mesh` Game Object now has the Animation State Component. This allows you to create and play animations across the texture of a Mesh, something that previously wasn't possible. As a result, the Mesh now adds itself to the Update List when added to a Scene.
* `Mesh.setDebug` is a new method that allows you to render a debug visualisation of the Mesh vertices to a Graphics Game Object. You can provide your own Graphics instance and optionally callback that is invoked during rendering. This allows you to easily visualise the vertices of your Mesh to help debug UV mapping.
* `Mesh.debugGraphic` is a new property that holds the debug Graphics instance reference.
* `Mesh.debugCallback` is a new property that holds the debug render callback.
* `Mesh.renderDebugVerts` is a new method that acts as the default render callback for `setDebug` if none is provided.
* `Mesh.preDestroy` is a new method that will clean-up the Mesh arrays and debug references on destruction.
2020-09-13 23:11:04 +01:00
Richard Davey
3fd52ecdd3
Added debug draw
2020-09-13 17:16:17 +01:00
Richard Davey
c76b084f2e
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-13 15:17:13 +01:00
Richard Davey
cd0a27acfa
Fix #5308
2020-09-13 15:17:07 +01:00
Rex
0cb806c11e
Fix add.existing bug
...
Add game object to updateList if it dose not add to displayList.
( Group game object dose not have `renderCanvas` or `renderWebGL` method)
2020-09-13 17:05:55 +08:00
Richard Davey
b733dbcbe1
The ScaleManager.resolution
property has been removed and all internal use of it.
2020-09-12 11:59:30 +01:00
Richard Davey
68946f3894
The Phaser.Scale.Events#RESIZE
event no longer sends the resolution
as a parameter.
2020-09-12 11:58:50 +01:00
Richard Davey
e4b1093e72
The WebGLRenderer.resize
and onResize
methods no longer receives or uses the resolution
parameter.
2020-09-12 11:58:08 +01:00
Richard Davey
67e49b515c
The PipelineManager.resize
method along with WebGLPipeline.resize
and anything else that extends them no longer receives or uses the resolution
parameter.
2020-09-12 11:57:16 +01:00
Richard Davey
37a9261ac4
The CanvasRenderer
no longer reads or uses the Game Config resolution property.
2020-09-12 11:56:11 +01:00
Richard Davey
b63cc75154
Remove Camera.resolution use
2020-09-12 11:55:38 +01:00
Richard Davey
f2fca49b3f
Remove Camera resolution use
2020-09-12 11:55:26 +01:00
Richard Davey
d6f5aabb7e
The TextStyle.resolution
property is no longer read from the Game Config. You can still set it via the Text Style config to a value other than 1, but it will default to this now.
2020-09-12 11:55:06 +01:00
Richard Davey
0acdf4373f
Formatting update
2020-09-12 11:53:36 +01:00
Richard Davey
c46c3e4c82
The Core.Config.resolution
property has been removed.
2020-09-12 11:53:23 +01:00
Richard Davey
f0f93cde7d
The CameraManager.onResize
method no longer receives or uses the resolution
parameter.
2020-09-12 11:52:40 +01:00
Richard Davey
3579d39fa2
The Camera.preRender
method no longer receives or uses the resolution
parameter.
2020-09-12 11:51:59 +01:00
Richard Davey
d1f2c9239c
Resolution removal
...
* The `BaseCamera.resolution` property has been removed.
* The internal private `BaseCamera._cx`, `_cy`, `_cw` and `_ch` properties has been removed.
* The `BaseCamera.preRender` method no longer receives or uses the `resolution` parameter.
2020-09-12 11:51:37 +01:00
Richard Davey
5d4fe0a466
Fixed a few linting errors
2020-09-12 10:34:57 +01:00
Richard Davey
36cf9c456a
Merge pull request #5270 from rexrainbow/text-measureText
...
Get ascent and descent from context.measureText method
2020-09-12 10:30:19 +01:00
Richard Davey
887e0d8a15
Merge pull request #5302 from samme/feature/copyPosition
...
Add Phaser.GameObjects.Components.Transform#copyPosition
2020-09-12 10:26:51 +01:00
samme
ad0c5ad5db
Docs: since
2020-09-11 10:01:43 -07:00
samme
f05129f30c
Add Transform#copyPosition
...
Needs JSDoc types for Vector3Like, Vector4Like
2020-09-11 09:44:31 -07:00
Emil Schnedler Vad
e1106a0112
Says webglRender but it is in PipelineManager
2020-09-11 18:44:11 +02:00
Richard Davey
9cd4c1bb0a
Refactored to use local vars
2020-09-11 16:27:21 +01:00
Richard Davey
d844402d4d
Merge pull request #5298 from samme/feature/audio-config-default
...
Add default value for Phaser.Core.Config#audio
2020-09-11 16:25:50 +01:00
Richard Davey
7475b15976
Preparing for Beta 6
2020-09-11 15:56:53 +01:00
samme
93b5aebdbe
Fix undefined TimerEvent
...
Fixes #5294
2020-09-11 07:45:22 -07:00
Richard Davey
6c8191f7c5
Fixed Audio and Video type defs. Fix #5295
2020-09-11 15:29:01 +01:00
Richard Davey
1c2a79ac51
The Scale Managers GetScreenOrientation
function will now check for window.orientation
first, because iOS mobile browsers have an incomplete implementation of the Screen API, forcing us to use the window value as a priority. This means the Scale Manager will now emit orientationchange
events correctly on iOS. Fix #4361 #4914
2020-09-11 15:22:53 +01:00
Richard Davey
60e311afe5
Updated JSDocs
2020-09-11 15:16:37 +01:00
Richard Davey
2acfbfbe71
Gamepad._created
is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890 .
2020-09-11 14:01:55 +01:00
Richard Davey
5ecdc3b4a2
The GamepadPlugin
will now call refreshPads
as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1
and similar. Fix #4890
2020-09-11 14:00:14 +01:00
Richard Davey
00b799db23
Use Event const, not string.
2020-09-11 12:23:33 +01:00
Richard Davey
c90a3847e4
DataManager.Events.DESTROY
is a new event that the Data Manager will _listen_ for from its parent and then call its own destroy
method when received.
2020-09-11 12:21:39 +01:00
Richard Davey
ce236f0d69
ScaleManager.refresh
is now called when the Game.READY
event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4905
2020-09-11 12:10:10 +01:00
Richard Davey
57657ce76c
Updated JSDocs. Fix #5268
2020-09-11 11:08:43 +01:00
Richard Davey
56bbfbcb62
Removed capture
and added preventDefaultDown
, Up
and Move
instead. Also better passive handling and smaller listeners.
2020-09-11 10:59:47 +01:00
Richard Davey
0aea690497
Removed inputMouseCapture
and added configs for inputMousePrventDefaultDown
, Up
and Move
instead.
2020-09-11 10:59:20 +01:00
Richard Davey
3969d6e45a
Updated JSDocs to cover situation in #3858
2020-09-11 10:08:22 +01:00
Richard Davey
a04690d5af
The onMouse
events in the Input Manager didn't reset the activePointer
property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232
2020-09-11 09:48:13 +01:00
samme
ae5182be7d
Default Phaser.Core.Config#audio; and refactor
2020-09-10 09:22:44 -07:00
Richard Davey
65faa34884
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-10 17:05:05 +01:00
Richard Davey
205552d69c
Fix namespaces. Fix #5289
2020-09-10 17:04:56 +01:00
Rex
f513f5bf31
Remove duplicated code
...
Adding game object to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
2020-09-10 23:44:21 +08:00
Richard Davey
8b94cd71d6
Undo #5212 as it breaks all imports in webpack
2020-09-09 17:07:40 +01:00
Richard Davey
ea73a72b73
Restored animation complete key event.
2020-09-09 16:08:59 +01:00
Richard Davey
626a4e08f9
Update release version
2020-09-09 13:33:33 +01:00
Richard Davey
296dafebf5
No need for gl ref
2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86
Reference fixes
2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32
Update PipelineManager.js
2020-09-09 13:09:25 +01:00
Richard Davey
7e840b2670
Removed all of the pipeline methods and added the Pipeline Manager instance
2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455
Update PipelineManager.js
2020-09-09 13:05:18 +01:00
Richard Davey
2d3edc9512
Use the new Pipeline Manager methods
2020-09-09 13:05:18 +01:00
Richard Davey
e450bf2f1f
Swap to using constants for pipeline names
2020-09-09 13:05:18 +01:00
Richard Davey
d198818d80
Game Objects now call the new Pipeline Manager methods directly
2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8
JSDoc fix
2020-09-09 13:05:17 +01:00
Richard Davey
7765016caa
Pipeline constants so we can avoid using strings elsewhere
2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76
The new Pipeline Manager class
2020-09-09 13:05:17 +01:00
samme
b0ce62e2d8
Docs: correct type for Body#customBoundsRectangle
2020-09-08 18:44:12 -07:00
Svipal
1994185d6f
merged master
2020-09-08 22:17:04 +02:00
Richard Davey
8b2c9edce2
GenerateFrameNames
can now accept the start
and end
parameters in reverse order, meaning you can now do { start: 10, end: 1 }
to create the animation in reverse.
2020-09-08 13:40:20 +01:00
Richard Davey
b8d35d7cf0
Utils.Array.NumerArray
can now accept the start
and end
parameters in reverse order, i.e. 10, 1
will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
2020-09-08 13:02:16 +01:00
Richard Davey
dfb71fe2a6
Fixes to GenerateFrameNumbers
...
* `GenerateFrameNumbers` would include the __BASE frame by mistake in its calculations. This didn't end up in the final animation, but did cause a cache miss when building the animation.
* `GenerateFrameNumbers` can now accept the `start` and `end` parameters in reverse order, meaning you can now do `{ start: 10, end: 1 }` to create the animation in reverse.
2020-09-08 13:01:11 +01:00
Richard Davey
bd56b0bd59
Updated JSDocs
2020-09-08 12:17:45 +01:00
Richard Davey
09d96d4e5e
Now only dispatches one single event per action. Also added getFrameName
method.
2020-09-08 12:17:38 +01:00
Richard Davey
d476032e9f
Animation no longer extends the EventEmitter
2020-09-08 12:17:18 +01:00
Richard Davey
bbbae648b9
Deleted un-used events, renamed Sprite events and added lots more documentation.
2020-09-08 12:16:39 +01:00
Richard Davey
cdd612a273
AnimationState has moved namespace to keep things logically together
2020-09-08 09:31:59 +01:00
Richard Davey
5344d39498
Better Group docs. Fix #5011
2020-09-07 16:40:05 +01:00
Richard Davey
4af38a4836
Merge pull request #5285 from samme/feature/arcade-config-fixedstep
...
Add ArcadeWorldConfig.fixedStep
2020-09-07 16:24:49 +01:00
Richard Davey
dc99fd03aa
Don't create if vertices already provided. Fix #5280
2020-09-07 16:03:36 +01:00
Richard Davey
5224985e7f
Update BitmapMaskPipeline.js
2020-09-07 16:03:18 +01:00
Richard Davey
bd19929006
JSDoc fix
2020-09-07 16:03:06 +01:00
Richard Davey
bc694ce4ac
Beta 4
2020-09-07 15:34:04 +01:00
Richard Davey
98dc69ed23
Added in support for blending animations with addMix
, getMix
and removeMix
.
2020-09-07 15:33:57 +01:00
Richard Davey
438fe3c0d1
No Update unless playing
2020-09-07 14:50:33 +01:00
Rex
a9e6604eb2
Support IE
...
IE and Firefox for Android do not have actualBoundingBoxAscent and actualBoundingBoxDescent properties.
Use origin solution to get ascent and descent.
2020-09-07 21:36:27 +08:00
Richard Davey
94298efc4d
Because do/while loops are quite dangerous
2020-09-07 11:54:08 +01:00
Richard Davey
ec06e79b26
Catch stops
2020-09-07 11:52:37 +01:00
Richard Davey
2b374c7e14
AnimationState.skipMissedFrames
is now used when playing an animation, allowing you to create animations that run at frame rates far exceeding the refresh rate, or that will update to the correct frame should the game lag. Close #4232
2020-09-07 11:32:55 +01:00
Richard Davey
ace5b8cafb
Update Animation.js
2020-09-07 11:32:46 +01:00
Richard Davey
24beb01963
Update AnimationState.js
2020-09-07 10:26:16 +01:00
Richard Davey
6eae9ca598
Fixed reference
2020-09-07 10:26:10 +01:00
Richard Davey
70110825da
Console warning if frame doesn't exist
...
* `GenerateFrameNames` will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
* `GenerateFrameNumbers` will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
2020-09-07 10:26:04 +01:00
Richard Davey
ad4f0ce0c4
Updated docs
2020-09-05 12:01:11 +01:00
Richard Davey
2cabbbd504
Renamed to AnimationState
for clarity.
2020-09-05 11:45:00 +01:00
Richard Davey
b0872c188a
The Component.Animation.updateFrame
method has now been removed. Everything is handled by setCurrentFrame
instead, which removes one extra step out of the update process.
2020-09-05 11:12:52 +01:00
Richard Davey
af0f207cbb
Update BuildGameObjectAnimation.js
2020-09-04 17:16:51 +01:00
Richard Davey
a2d395661c
GameObjects.Shape.Grid
would render a white fill even if you passed undefined
as the fill color in the constructor. It now doesn't render cells if no fill color is given.
2020-09-04 15:29:22 +01:00
Richard Davey
89332aad5f
You can now create Animations directly on Sprite
...
* `Component.Animation.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
* All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
* `Component.Animation.remove` is a new method that will remove a locally stored Animation instance from a Sprite.
* `Component.Animation.get` is a new method that will return a locally stored Animation instance from the Sprite.
* `Component.Animation.exists` is a new method that will check if a locally stored Animation exists on the Sprite.
* The internal `Component.Animation.remove` method has been renamed to `globalRemove`.
* `Component.Animation.textureManager` is a new property that references the global Texture Manager.
* `Component.Animation.anims` is a new property that contains locally created Animations in a Custom Map.
2020-09-04 14:03:57 +01:00
Richard Davey
cee9ca00eb
Improved docs
2020-09-04 13:58:34 +01:00
Richard Davey
66f4ab69e7
When playing an animation in reverse, if it reached the first frame and had to repeat, it would then jump to the frame before the final frame and carry on, skipping out the final frame.
2020-09-04 13:06:00 +01:00
Richard Davey
cebd1d0101
Tidy up order
2020-09-04 11:52:19 +01:00
Richard Davey
5979864dc4
Use new method name and parameter order
2020-09-04 11:50:13 +01:00
Richard Davey
858ae68841
Removed startFrame
, chain can take arrays, delayedPlay
rename, playAfterRepeat
method and playAfterDelay
method.
2020-09-04 11:49:16 +01:00
Richard Davey
afef6da59c
Exposed all of the new animation methods on a Sprite level
2020-09-04 11:48:17 +01:00
Richard Davey
1d798441f3
Support repeat count for stopping
2020-09-04 11:40:32 +01:00
Richard Davey
1a4b5b2779
AnimationManager.createFromAseprite
is a new method that allows you to use animations created in the Aseprite editor directly in Phaser.
2020-09-04 00:02:51 +01:00
Richard Davey
1515357039
Lots of updates (see full description)
...
* `Component.Animation.timeScale` is a new public property that replaces the old private `_timeScale` property.
* `Component.Animation.delay` is a new public property that replaces the old private `_delay` property.
* `Component.Animation.repeat` is a new public property that replaces the old private `_repeat` property.
* `Component.Animation.repeatDelay` is a new public property that replaces the old private `_repeatDelay` property.
* `Component.Animation.yoyo` is a new public property that replaces the old private `_yoyo` property.
* `Component.Animation.inReverse` is a new public property that replaces the old private `_reverse` property.
* `Component.Animation.startAnimation` is a new public method that replaces the old private `_startAnimation` method.
* The `Component.Animation.getProgress` method has been fixed so it will return correctly if the animation is playing in reverse.
* The `Component.Animation.remove` method will now always be called when an animation is removed, not just once.
* The `Component.Animation.getRepeat` method has now been removed. You can get the value from the `repeat` property.
* The `Component.Animation.setRepeatDelay` method has now been removed. You can set the value using the `repeatDelay` config property, or changing it at run-time.
* `Component.Animation.complete` is a new method that handles the completion in animation playback.
* The `Component.Animation.setTimeScale` method has now been removed. You can set the value using the `timeScale` config property, or changing it at run-time.
* The `Component.Animation.getTimeScale` method has now been removed. You can read the value using the `timeScale` property.
* The `Component.Animation.getTotalFrames` method has been fixed and won't error if called when no animation is loaded.
* The `Component.Animation.setYoyo` method has now been removed. You can set the value using the `yoyo` config property, or changing it at run-time.
* The `Component.Animation.getYoyo` method has now been removed. You can read the value using the `yoyo` property.
2020-09-03 17:56:22 +01:00
Richard Davey
13601ad31b
Removed completeAnimation
, load
and setFrame
and updated other methods to use new component properties.
2020-09-03 17:44:46 +01:00
Richard Davey
96bc2e89d3
Removed load
and fixed staggerPlay
2020-09-03 17:42:10 +01:00
Richard Davey
b4b5338f28
Added playReverse
, delayedPlay
and stop
methods and better docs.
2020-09-03 17:38:36 +01:00
Richard Davey
33cc87121c
The BuildGameObjectAnimation
function now uses the PlayAnimationConfig
object to set the values.
2020-09-03 17:37:21 +01:00
Richard Davey
050c2a61b6
Fixed data-type
2020-09-03 17:36:36 +01:00
Richard Davey
b9e5f3e9bc
GroupCreateConfig
, which is used when calling Group.createMultiple
or Group.createFromConfig
, can now accept the following new properties: setOrigin: { x, y, stepX, stepY }
which are applied to the items created by the Group.
2020-09-03 17:36:05 +01:00
Richard Davey
f505f6a3e3
Actions.setOrigin
will now call updateDisplayOrigin
on the items array, otherwise the effects can't be seen when rendering.
2020-09-03 17:34:16 +01:00
samme
803c300ae4
Add ArcadeWorldConfig.fixedStep
2020-09-03 07:32:44 -07:00
Richard Davey
15c6e7718c
New Animation events
2020-09-03 15:04:09 +01:00
Richard Davey
28c6635ea3
Utils.Array.SortByDigits
is a new function that takes the given array of strings and runs a numeric sort on it, ignoring any non-digits.
2020-09-03 15:01:55 +01:00
Richard Davey
bba8285665
Return type fix
2020-09-03 11:27:12 +01:00
Richard Davey
d92195a8b8
Default rotation as well
2020-09-02 22:55:51 +01:00
Richard Davey
1562525a51
When using Camera.setRenderToTexture
its zoom
value would be applied twice. Fix #4221
2020-09-02 22:50:27 +01:00
Richard Davey
cf17dbe7e9
Previously, the easeParams
array within a Tweens props
object, or a multi-object tween, were ignored and it was only used if set on the root Tween object. It will now work correctly set at any depth. Fix #4292
2020-09-02 22:27:40 +01:00
Richard Davey
5e9b629a97
Merge pull request #5284 from samme/feature/scene-resume-wake-reset-keys
...
Reset keys when scene sleeps or pauses
2020-09-02 21:50:42 +01:00
Richard Davey
070fc70fe7
Lint fix
2020-09-02 18:07:21 +01:00
Richard Davey
e01f310d16
Added new properties, support for config playback and better delayed handling
2020-09-02 17:56:09 +01:00
Richard Davey
a2f0c2e7e3
Added getTotalFrames
and calculateDuration
methods.
2020-09-02 17:43:44 +01:00
Richard Davey
90fbb0f13d
Updated jsdocs for play
to show it can take the new config
2020-09-02 17:41:43 +01:00
Richard Davey
fe74eb70f7
Create PlayAnimationConfig.js
2020-09-02 17:41:23 +01:00
Richard Davey
f58f94ecf6
Formatting
2020-09-02 14:42:26 +01:00
Richard Davey
ace0ee7bab
Fixed JSDoc event names
2020-09-02 12:34:58 +01:00
Richard Davey
8f8a90bedd
Utils.Array.StableSort
has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace
function has been removed, just call StableSort(array)
directly now. All classes that used StableSort.inplace
have been updated to call it directly.
2020-09-02 12:24:27 +01:00
Richard Davey
27fd496e8f
Updated to stablesort 0.1.8 and recoded to fit our style. Removed inplace
static function.
2020-09-02 12:21:36 +01:00
Richard Davey
0d934c730e
Every single Tilemap.Component
function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system.
2020-09-02 11:54:24 +01:00
Richard Davey
2980a416c9
Merge pull request #5278 from samme/fix/arcade-body-resetFlags
...
Reset flags when resetting an Arcade Body
2020-09-02 11:11:34 +01:00
samme
288d023bab
Reset keys when scene sleeps or pauses #5281
2020-09-01 12:42:57 -07:00
Richard Davey
07865a5823
Final set of namespace changes. Fix #5062
2020-09-01 20:28:42 +01:00
samme
e194e9586f
Add delta arg to WORLD_STEP event
2020-09-01 11:33:31 -07:00
Richard Davey
d2cc809fdb
Exported functions to namespace
2020-09-01 18:56:01 +01:00
Richard Davey
da3f9b22c3
Exposed on the main API namespace
2020-09-01 18:38:57 +01:00
Richard Davey
302a49863b
Improved jsdocs
2020-09-01 18:38:44 +01:00
Richard Davey
5b96ade1c7
Types.GameObjects.Text.GetTextSizeObject
2020-09-01 18:38:35 +01:00
Richard Davey
506426f706
The Color.HSVToRGB
function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
2020-09-01 18:06:23 +01:00
Richard Davey
02ac6bcb7d
If inputWindowEvents
is set in the Game Config, then the MouseManager
will now listen for the events on window.top
instead of just window
, which should help in situations where the pointer is released outside of an embedded iframe. Fix #4824
2020-09-01 17:51:17 +01:00
Richard Davey
4c353571ca
Removed protected status
2020-09-01 17:44:07 +01:00
Richard Davey
84a867c2ac
ArcadePhysics.disableUpdate
is a new method that will prevent the Arcade Physics World update
method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
...
`ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
2020-09-01 17:42:38 +01:00
Richard Davey
d3778bb4bb
ArcadeWorldConfig.customUpdate
is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If true
the World update will never be called, allowing you to call it yourself from your own component. Close #5190
2020-09-01 17:42:19 +01:00
Richard Davey
18cdb5e618
The Animation.play
and playReverse
methods have a new optional parameter timeScale
. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963
2020-09-01 17:00:16 +01:00
Richard Davey
6aef37572d
WebGLRenderer.previousPipeline
is a new property that is set during a call to clearPipeline
and used during calls to rebindPipeline
, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
...
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
samme
11c0520d36
Clear wasTouching when resetting body
2020-08-29 11:56:15 -07:00
Richard Davey
9451ac0285
Group.getMatching
is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true)
2020-08-29 11:00:55 +01:00
samme
57ee895437
Reset flags during reset
2020-08-27 12:35:01 -07:00
Richard Davey
ab83fd7e38
Tween.seek
will no longer issue a console warning for 'Tween.seek duration too long'
, it's now up to you to check on the performance of tween seeking.
2020-08-26 13:50:54 +01:00
Richard Davey
80c571963c
Textures.Parsers.JSONHash
will now perform a hasOwnProperty
check when iterating the frames, skipping anything that isn't a direct property. This should allow you to use generated atlas data that comes from JSON.parse
. Fix #4768
2020-08-26 13:06:04 +01:00
Richard Davey
55e56b1eff
Clock.addEvent
can now take an existing TimerEvent
object, as well as a config object. If a TimerEvent
is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115
...
`Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
2020-08-26 10:58:06 +01:00
Pavel Kabakin
385c005c42
Fix Events
2020-08-26 04:28:18 +03:00
Pavel Kabakin
7c74b77fc0
Add ability to pan sounds
2020-08-26 04:15:51 +03:00
Richard Davey
809b8a41d9
The WebGLRenderer.updateCanvasTexture
method will now set gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL
to true, which should stop issues where you update a Text Game Object, having added a Render Texture or Spine Game Object to the Scene after it, which switches the PMA setting. Fix #5064
2020-08-26 00:19:19 +01:00
Richard Davey
791704febe
WebGLRenderer.finalType
is a new boolean property that signifies if the current Game Object being rendered is the final one in the list.
2020-08-25 18:24:42 +01:00
Richard Davey
0bbe67dafd
When using the GameObjectCreator
for Containers
you can now specify the children
property in the configuration object.
2020-08-25 15:51:11 +01:00
Richard Davey
de0133e3cc
Spine Game Objects can now be rendered to Render Textures. Fix #5184
2020-08-25 14:11:37 +01:00
Richard Davey
ca99c4564f
Added reset
property to Bind to get new vertex attrib locations
2020-08-25 13:24:56 +01:00
Richard Davey
e4ec0bd182
Bumped version (and added source-map)
2020-08-25 13:24:20 +01:00
Richard Davey
7d1ad38b4a
Updated shader names
2020-08-25 13:23:59 +01:00
Richard Davey
7e572c3577
Improves JSDocs
2020-08-25 09:54:09 +01:00
Richard Davey
1f50b49eff
Earcut has now been exposed and is available via Geom.Polygon.Earcut
and is fully documented.
2020-08-25 09:54:03 +01:00
Richard Davey
795a190ce3
The BaseShader
default vertex shader now includes the outTexCoord
vec2 varying, mapped to be the same as that found in the pipeline shaders. Fix #5120
2020-08-24 19:51:20 +01:00
Richard Davey
cda4f05fb9
Merge pull request #5272 from jaabberwocky/fix-animationmanager-docs
...
Fix typo for documentation on create method of AnimationManager
2020-08-24 19:33:33 +01:00
Richard Davey
157be83f7c
The Container
will now test to see if any Game Object added to it is already on the display list, or not, and emit its ADDED and REMOVED events accordingly. Fix #5267 #3876
2020-08-24 19:26:19 +01:00
Richard Davey
3bd91ea3de
Update ParticleManagerCreator.js
2020-08-24 19:24:11 +01:00
Richard Davey
a9072cadf2
Sprite
, Rope
, ParticleEmitterManager
, Extern
and DOMElement
now all override the addedToScene
and removedFromScene
callbacks to handle further set-up tasks.
2020-08-24 19:24:02 +01:00
Richard Davey
f4259deb37
DOMElementFactory
, ExternFactory
, ParticleManagerFactor
, RopeFactory
and SpriteFactory
all no longer add the objects to the Update List, this is now handled by the ADDED events instead.
2020-08-24 19:22:58 +01:00
Richard Davey
7b83d31cae
The Update List
now uses the new checkQueue
property to ensure no duplicate objects are on the active list.
2020-08-24 19:21:35 +01:00
Richard Davey
7f5e4d4538
ProcessQueue.checkQueue
is a new boolean property that will make sure only unique objects are added to the Process Queue.
2020-08-24 19:21:01 +01:00
Richard Davey
19c4980c5b
GameObjectFactory.events
is a new property that references the Scene's Event Emitter. This is now used internally.
2020-08-24 19:20:20 +01:00
Richard Davey
0b9dd4aae7
GameObjectCreator.events
is a new property that references the Scene's Event Emitter. This is now used internally.
2020-08-24 19:19:19 +01:00
Richard Davey
671c92e450
Added addedToScene
and removedFromScene
methods
...
* `GameObject.addedToScene` is a new method that custom Game Objects can use to perform additional set-up when a Game Object is added to a Scene. For example, Sprite uses this to add itself to the Update List.
* `GameObject.removedFromScene` is a new method that custom Game Objects can use to perform additional tear-down when a Game Object is removed from a Scene. For example, Sprite uses this to remove themselves from the Update List.
* Game Objects no longer automatically remove themselves from the Update List during `preDestroy`. This should be handled directly in the `removedFromScene` method now.
2020-08-24 19:18:29 +01:00
Richard Davey
bc93416ec7
Added events property and new add and remove callbacks
...
* `DisplayList.events` is a new property that references the Scene's Event Emitter. This is now used internally.
* `DisplayList.addChildCallback` is a new method that overrides the List callback and fires the new ADDED events.
* `DisplayList.removeChildCallback` is a new method that overrides the List callback and fires the new REMOVED events.
2020-08-24 19:15:53 +01:00
Richard Davey
ae4ed0ac54
Expose the new events
2020-08-24 19:13:18 +01:00
Richard Davey
48f94be449
Scenes.Events.REMOVED_FROM_SCENE
is a new event, emitted by a Scene, when it a Game Object is removed from the display list in the Scene, or a Container that is on the display list.
2020-08-24 19:13:06 +01:00
Richard Davey
1423ade7b3
Scenes.Events.ADDED_TO_SCENE
is a new event, emitted by a Scene, when a new Game Object is added to the display list in the Scene, or a Container that is on the display list.
2020-08-24 19:12:54 +01:00
Richard Davey
98cd70cd6c
GameObjects.Events.REMOVED_FROM_SCENE
is a new event, emitted by a Game Object, when it is removed from a Scene, or a Container that is part of the Scene.
2020-08-24 19:11:22 +01:00
Richard Davey
ef91518da5
GameObjects.Events.ADDED_TO_SCENE
is a new event, emitted by a Game Object, when it is added to a Scene, or a Container that is part of the Scene.
2020-08-24 19:10:50 +01:00
tobias
9f1cd22882
Fix typo for documentation on create method of AnimationManager on line 190
2020-08-25 00:43:22 +08:00
Richard Davey
e93d36f38e
The Pointer.getDuration
method now uses the new Pointer downTime
and upTime
values, meaning it will accurately report the duration of when any button is being held down, not just the primary one. Fix #5112
...
* `Pointer.downTime` now stores the event timestamp of when the first button on the input device was pressed down, not just when button 1 was pressed down.
* `Pointer.upTime` now stores the event timestamp of when the final depressed button on the input device was released, not just when button 1 was released.
2020-08-24 17:32:21 +01:00
Richard Davey
2af65b2a1d
Improved JSDocs and types. Fix #5217
2020-08-24 15:04:00 +01:00
Richard Davey
1766f66984
Update JSDocs
2020-08-24 14:58:24 +01:00
Richard Davey
f586cd472a
global.Phaser = Phaser
has been removed, as it's no longer required by the UMD loader, which should make importing in Angular 10 easier. Fix #5212
2020-08-24 14:47:53 +01:00
halilcakar
7593a80880
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-08-22 13:25:32 +03:00
Richard Davey
3484ded2b7
You can now use this.renderer
from within a Scene, as it's now a Scene-level property and part of the Injection Map.
2020-08-22 10:33:46 +01:00
Richard Davey
0cd4d0fc54
Update WebGLRenderer.js
2020-08-21 16:23:04 +01:00
Richard Davey
9a1dc640f8
Fix gl access
2020-08-21 16:17:29 +01:00
Richard Davey
0dd07333af
Updated to use MultiPipeline
2020-08-21 16:14:59 +01:00
Richard Davey
5c39254f36
Testing new config approach
2020-08-21 16:04:26 +01:00
Richard Davey
209b39b38c
New pipeline names and single texture flag
2020-08-21 16:03:29 +01:00
Richard Davey
468c03dfe5
Much better docs and handling of config values
2020-08-21 16:03:07 +01:00
Richard Davey
4b4af50ca9
Quicker return
2020-08-21 16:02:43 +01:00
Richard Davey
37fdde7911
New typedefs for pipeline configs
2020-08-21 16:02:30 +01:00
Richard Davey
600385ac29
A brand new pipeline for single-texture custom pipelines
2020-08-21 16:01:53 +01:00
Richard Davey
57040554ef
Renamed the pipelines to make them less ambiguous and sorted out lots of config properties
2020-08-21 16:01:39 +01:00
Richard Davey
8f5ee5391f
Removed redundant consts
2020-08-21 15:59:41 +01:00
Richard Davey
6435772646
Shaders renamed to match new pipeline names
2020-08-21 15:41:12 +01:00
Richard Davey
14ad202adc
Use new Utils function
2020-08-21 09:44:52 +01:00
Richard Davey
8edbbb2e2d
Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
is a new function that will take fragment shader source and search it for %count%
and %forloop%
declarations, replacing them with the required GLSL for multi-texture support, returning the modified source.
2020-08-21 09:44:43 +01:00
Rex
29e317db39
Get ascent and descent from context.measureText method
...
Get ascent and descent from context.measureText method instead of scanning image data.
2020-08-21 10:42:24 +08:00
halilcakar
8aa54e86a0
Remove console.log
2020-08-20 23:29:15 +03:00
halilcakar
b4e1b5af77
Fix for #5019
2020-08-20 15:27:29 +03:00
Richard Davey
84ef02743b
The WebGL Renderer will now add the pipelines during the boot
method, instead of init
.
2020-08-20 10:48:30 +01:00
Richard Davey
e3142f313f
WebGLPipeline.hasBooted
is a new boolean property that tracks if the pipeline has been booted or not, which is now far more important in 3.5 than in previous versions. This is checked in the WebGLRenderer.addPipeline
method, and if not set, the pipeline is booted. Fix #5251 #5255
2020-08-20 10:47:21 +01:00
Richard Davey
50c629dca8
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-08-20 10:22:43 +01:00
Richard Davey
8c55fc7ee2
TweenManager.getTweensOf
has a new parameter includePending
. If set, it will also check the pending tweens for the given targets and return those in the results as well. Fix #5260
2020-08-20 10:22:35 +01:00
Richard Davey
ed33253fb1
Merge pull request #5235 from mk360/text-padding
...
[types] allow Text#setPadding to receive an object
2020-08-20 10:04:35 +01:00
Richard Davey
c98a43c9d4
Merge pull request #5258 from khasanovbi/font
...
Allow to pass font in TextStyle
2020-08-20 10:03:02 +01:00
Richard Davey
733de64d46
Merge pull request #5257 from halilcakar/master
...
Fix incorrect event names in ProcessQueue.js#205, 222
2020-08-20 09:57:08 +01:00
Richard Davey
ab605eed78
Remove false import
2020-08-19 13:19:07 +01:00
Richard Davey
b1b8a74cf9
RenderTexture.fill
would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly.
2020-08-19 13:14:36 +01:00
Richard Davey
2db1496511
Geom.Polygon.Simplify
is a new function that takes a polygon and simplifies the points by running them through a combination of Douglas-Peucker and Radial Distance algorithms, potentially dramatically reducing the number of points while retaining its shape.
2020-08-18 18:05:45 +01:00
Richard Davey
305ea40baf
Update GetRaysFromPointToPolygon.js
2020-08-18 18:05:38 +01:00
Richard Davey
616dbfceb5
Earcut, used for polygon triangulation, has been updated from 2.1.4 to 2.2.2.
2020-08-18 17:24:45 +01:00
Richard Davey
995cfb6271
Expose new function
2020-08-18 17:05:12 +01:00
Richard Davey
74f24a06f3
Use new GetLineToPoints function
2020-08-18 17:05:06 +01:00
Richard Davey
1a1275958f
Only test unique angles
2020-08-18 17:04:55 +01:00
Richard Davey
4678fc7186
Geom.Intersects.GetLineToPoints
is a new function that checks for the closest point of intersection between a line segment and an array of points, where each pair of points form a line segment.
2020-08-18 17:04:32 +01:00
Richard Davey
06c92f9af8
Geom.Intersects.GetRaysFromPointToPolygon
is a new function that emits rays out from the given point and detects for intersection against all given polygons, returning the points of intersection in the results array.
2020-08-17 15:05:46 +01:00
Richard Davey
ceb96665b8
Bumped version
2020-08-17 15:05:39 +01:00
mk360
748e699d43
update setPadding jsdoc
2020-08-10 08:21:26 +03:00
Bulat Khasanov
8e1b5e757d
Allow to pass font in TextStyle
2020-08-09 23:34:31 +03:00
halilcakar
6915fd3420
Fix incorrect event names in ProcessQueue.js#205, 222
2020-08-09 19:55:09 +03:00
Svipal
40a26256c4
oop
2020-08-09 15:55:00 +02:00
Svipal
809d0b7495
merged master
2020-08-09 13:13:09 +02:00
Svipal
241d4193e8
let's try again
2020-08-09 12:33:52 +02:00
Svipal
97bb9b4a8f
bad bad idea
2020-08-09 12:33:26 +02:00
Svipal
c77731d127
bad idea
2020-08-09 12:24:56 +02:00
Svipal
b4a1473fea
test
2020-08-09 12:13:29 +02:00
Svipal
a72efc8ac8
Update ParseTileLayers.js
2020-08-09 11:50:25 +02:00
Richard Davey
7cc616c7b8
Bump version
2020-08-06 17:07:16 +01:00
Richard Davey
75da5b2f22
Reset all textures on rebind, which is what Externs need when finishing
2020-08-06 17:06:26 +01:00
Richard Davey
e77639561b
Use charIndex, not i
2020-08-06 17:06:10 +01:00
Richard Davey
6aaf54e8a7
Don't add frame if empty
2020-08-05 14:15:01 +01:00
Richard Davey
96a64eae4e
ParseXMLBitmapFont
has a new optional parameter texture
. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser.
2020-08-05 12:46:28 +01:00
Richard Davey
d98d305e2f
Frame.setUVs
is a new method that allows you to directly set the canvas and UV data for a frame. Use this if you need to override the values set automatically during frame creation.
2020-08-05 12:45:07 +01:00
Richard Davey
a2c9c3cef6
Fix char right adjustment
2020-08-05 11:48:25 +01:00
Richard Davey
00e5c5fe0f
Update BitmapTextSize.js
2020-08-04 11:25:10 +01:00
Richard Davey
ee01d36918
Update BitmapTextCharacter.js
2020-08-04 11:25:07 +01:00
Richard Davey
1db3ba72f8
Cache shadow values
2020-08-04 11:25:03 +01:00
Richard Davey
50dcc624df
Get Character using char top, right and bottom
2020-08-04 11:24:56 +01:00
Richard Davey
1ae0cfc619
Include char top, right and bottom values
2020-08-04 11:24:43 +01:00
Richard Davey
380cc422b2
The ScaleManager.updateBounds
method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds
method directly, yourself.
2020-08-04 10:35:29 +01:00
samme
981a4b1a0a
Rename all setInteractive() arguments, and docs
2020-08-03 13:33:30 -07:00
Richard Davey
0d04e40e28
Updated jsdocs
2020-08-03 17:54:40 +01:00
Richard Davey
111a4e1ce2
Calling Rectangle.setSize()
wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change.
2020-08-03 17:54:29 +01:00
Richard Davey
47a62cd30c
If you apply setSize
to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653
2020-08-03 11:33:41 +01:00
Richard Davey
2f574070d5
Setting the color
value in the DynamicBitmapText.setDisplayCallback
would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225
2020-08-03 10:53:27 +01:00
Richard Davey
0402717834
Expose new function
2020-08-03 10:49:27 +01:00
Richard Davey
ec845ce015
Use GetColorFromValue
2020-08-03 10:49:05 +01:00
Richard Davey
6a32ff56f3
Display.Color.GetColorFromValue
is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes.
2020-08-03 10:48:52 +01:00
Richard Davey
0266c7f0a2
Updated docs #5231
2020-08-03 10:37:01 +01:00
Richard Davey
8db2543e27
Merge pull request #5242 from samme/fix/collide-with-friction
...
Fix collisions for objects moved by friction
2020-08-03 10:27:01 +01:00
Richard Davey
08e346952a
Merge pull request #5234 from samme/patch-4
...
Docs: Phaser.Physics.Arcade.Group#defaults
2020-08-03 10:23:15 +01:00
Richard Davey
da05cfa1ad
Merge pull request #5244 from 16patsle/Fix_Text_types
...
Fix types for Text, TextFactory and TextCreator
2020-08-03 10:20:40 +01:00
Richard Davey
c9330fd469
Merge pull request #5241 from samme/docs/add-existing
...
Docs: generic return for add.existing()
2020-08-03 10:19:42 +01:00
Richard Davey
4ac240f280
Added String.RemoveAt
2020-08-02 23:52:45 +01:00
Richard Davey
2810396dc7
The KeyboardPlugin
will now track the key code and timestamp of the previous key pressed and compare it to the current event. If they match, it will skip the event. On some systems if you were to type quickly, you would sometimes get duplicate key events firing (the exact same event firing more than once). This is now prevented from happening.
2020-08-01 21:06:42 +01:00
Richard Davey
c4000843ec
The KeyboardManager
and KeyboardPlugin
were both still checking for the InputManager.useQueue
property, which was removed several versions ago.
2020-08-01 20:54:45 +01:00
Richard Davey
fccd00e8c5
Remove deprecated events
2020-08-01 20:32:50 +01:00
Patrick Sletvold
edf0c17703
Use TextPadding type in Text game object
2020-08-01 13:35:02 +02:00
Patrick Sletvold
87e8eba213
Correctly type style in TextFactory
2020-08-01 13:34:37 +02:00
Patrick Sletvold
a525e43dcf
Add TextConfig type for TextCreator
2020-08-01 13:34:07 +02:00
Richard Davey
42d6456993
Encode dropshadow color
2020-08-01 11:24:26 +01:00
Richard Davey
959645d1f0
Always render drop shadow behind text
2020-08-01 11:24:15 +01:00
Richard Davey
22e8d22e3f
BitmapText.setWordTint
is a new method that allows you to set a tint color (either additive, or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint.
2020-07-31 18:36:27 +01:00
Richard Davey
b9407967e3
If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn
.
2020-07-31 18:00:31 +01:00
Richard Davey
79e985dd93
Updated docs
2020-07-31 17:09:40 +01:00
Richard Davey
c0109c1ec9
BatchChar
is a new internal private function for batching a single character of a Bitmap Text to the pipeline.
2020-07-31 16:54:29 +01:00
Richard Davey
2e378b68d1
Apply the dropShadow
2020-07-31 16:39:21 +01:00
Richard Davey
c228dd596a
BitmapText.setDropShadow
is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow.
2020-07-31 16:39:05 +01:00
Richard Davey
aac2276692
BitmapText.preDestroy
is a new method that will tidy-up all of the BitmapText data during object destruction.
2020-07-31 16:22:53 +01:00
Richard Davey
7ce39b991c
Removed un-used properties
2020-07-31 16:17:36 +01:00
Richard Davey
9419606f12
BitmapText.setCharacterTint
is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color.
2020-07-31 16:17:23 +01:00
Richard Davey
fc6e7ef759
Removed un-used properties
2020-07-31 15:46:05 +01:00
Richard Davey
2ef28cd0e4
Added getXRound
and getYRound
2020-07-31 15:45:55 +01:00
Richard Davey
4baa0522b9
Bumping to 3.50
2020-07-31 13:41:29 +01:00
Richard Davey
d16d8dc9ce
BitmapTextWebGLRenderer
has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize
. This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates.
2020-07-31 13:39:49 +01:00
Richard Davey
49682e744d
Update BitmapText.js
2020-07-31 13:34:50 +01:00
Richard Davey
72654e04d3
Fixed bounds sizes
2020-07-31 13:34:28 +01:00
Richard Davey
c166976fcc
Update BitmapTextCharacter.js
2020-07-31 12:06:57 +01:00
Richard Davey
a4577e2135
The GetBitmapTextSize
function has a new boolean parameter updateOrigin
, which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations.
2020-07-31 12:06:45 +01:00
Richard Davey
a682b83b7c
BitmapText.getCharacterAt
is a new method that will return the character data from the BitmapText at the given x
and y
corodinates. The character data includes the code, position, dimensions and glyph information.
2020-07-31 11:36:48 +01:00
Richard Davey
a72fdd44f8
Bumping to 3.50
2020-07-31 11:32:47 +01:00
Richard Davey
e195aac919
ParseXMLBitmapFont
will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes.
2020-07-31 11:32:37 +01:00
Richard Davey
0385d108a8
Transform.getLocalPoint
is a new method, available on all Game Objects, that takes an x
/ y
pair and translates them into the local space of the Game Object, factoring in parent transforms and display origins.
2020-07-31 10:28:09 +01:00
Richard Davey
214b383fcd
Use correct scale and added start of getCharacterAt method
2020-07-30 23:59:06 +01:00
Richard Davey
a39bcfe69a
Always return chars
2020-07-30 22:38:06 +01:00
Richard Davey
a678f723c6
Always calculate includeChars
2020-07-30 22:37:34 +01:00
Richard Davey
1579069c50
Pixel accurate character data
2020-07-30 18:24:04 +01:00
Richard Davey
eef67b6c11
Update BitmapTextWebGLRenderer.js
2020-07-30 18:23:50 +01:00
Richard Davey
77feb773fd
Fixed descriptions
2020-07-30 18:23:45 +01:00
Richard Davey
bf4c475e85
Floor drawFillRect values
2020-07-30 18:10:23 +01:00
Richard Davey
b108cd03f0
Fix call to GetBitmapTextSize
2020-07-30 15:43:43 +01:00
Richard Davey
408a545aac
BitmapTextWord
, BitmapTextCharacter
and BitmapTextLines
are three new type defs that are now part of the BitmapTextSize
config object, as returned by getTextBounds
. This improves the TypeScript defs and JS Docs for this object.
2020-07-30 15:24:49 +01:00
Richard Davey
286be7df49
The GetBitmapTextSize
and BitmapText.getTextBounds
functions have a new boolean parameter includeChars
. When set to true
it will include a characters
array in the returned bounds object that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character of the object was clicked.
2020-07-30 15:14:25 +01:00
Richard Davey
cc3d3f7da3
The GetBitmapTextSize
function used Math.round
on the values, if the round
parameter was true
, which didn't create integers. It now uses Math.ceil
instead to give integer results.
2020-07-30 14:47:31 +01:00
Richard Davey
841389628e
The BitmapText.getTextBounds
method was being called every frame, even if the bounds didn't change, potentially costing a lot of CPU depending on the text length and quantity of them. It now only updates the bounds if they change.
2020-07-30 14:46:32 +01:00
Richard Davey
ce9c750175
Geom.Polygon.Translate
is a new function that allows you to translate all the points of a polygon by the given values.
2020-07-30 12:58:35 +01:00
samme
f653a51cc0
Docs: generic return for add.existing()
2020-07-29 12:19:09 -07:00
Richard Davey
ee92d1dac9
Geom.Intersects.GetLineToPolygon
is a new function that checks for the closest point of intersection between a line segment and an array of polygons.
2020-07-29 18:12:40 +01:00
Richard Davey
771509d6c2
Phaser.Types.Math.Vector4Like
is a new data type representing as Vector 4 like object.
2020-07-29 17:42:12 +01:00
Richard Davey
23c00d148d
Phaser.Types.Math.Vector3Like
is a new data type representing as Vector 3 like object.
2020-07-29 17:41:59 +01:00
Richard Davey
517183fd2e
Geom.Intersects.GetLineToLine
is a new function that will return a Vector3 containing the point of intersection between 2 line segments, with the z
property holding the distance value.
2020-07-29 17:15:57 +01:00
mk360
a7371b9a85
[types] allow Text#setPadding to receive an object
2020-07-24 18:48:17 +03:00
Richard Davey
41c76d88b1
Beta tag
2020-07-24 15:34:00 +01:00
Richard Davey
fb1306e8f2
The MatterAttractors
plugin, which enables attractors between bodies, has been fixed. The original plugin only worked if the body with the attractor was _first_ in the world bodies list. It can now attract any body, no matter where in the world list it is. Fix #5160
2020-07-23 18:06:17 +01:00
samme
7685067310
Docs: Phaser.Physics.Arcade.Group#defaults
...
#4171 , #5153
2020-07-23 09:48:53 -07:00
Richard Davey
86f35ef9cf
Updated docs
2020-07-23 17:35:47 +01:00
Richard Davey
b6b570fb91
Merge pull request #5233 from samme/patch-3
...
Docs: protect ScaleManager#onFullScreenChange
2020-07-23 17:10:14 +01:00
Richard Davey
b51a40c1a1
Update RenderTexture.js
2020-07-23 17:01:37 +01:00
Richard Davey
bb3b67c16f
Update RenderTextureWebGLRenderer.js
2020-07-23 17:01:25 +01:00
Richard Davey
c31a9ad4e5
WebGLRenderer.unbindTextures
is a new method that will activate and then null bind all WebGL textures.
2020-07-23 16:24:44 +01:00
Richard Davey
556b5b05be
Update TextureSource.js
2020-07-23 16:23:14 +01:00
Richard Davey
9607ce89c7
Update RenderTextureWebGLRenderer.js
2020-07-23 16:22:46 +01:00
Richard Davey
9b278554d3
RenderTexture.resize
(which is called from setSize
) wouldn't correctly set the TextureSource.glTexture
property, leading to bindTexture: attempt to use a deleted object
errors under WebGL.
2020-07-23 16:22:38 +01:00
samme
02f6c51ff5
Docs: protect ScaleManager#onFullScreenChange
...
#5229
2020-07-22 11:22:43 -07:00
Richard Davey
27426dd0b6
Testing RenderTextures (currently broken, will fix next week)
2020-07-17 18:08:39 +01:00
Richard Davey
0ff08a2994
Update RopeWebGLRenderer.js
2020-07-17 17:07:34 +01:00
Richard Davey
1eb3464f30
Use multi-texturing
2020-07-17 17:05:05 +01:00
Richard Davey
8210700124
Enable the pipelines again
2020-07-17 17:04:49 +01:00
Richard Davey
491ca62373
The TextureTintStripPipeline
now extends TextureTintPipeline
and just changes the topolgy, vastly reducing the filesize.
2020-07-17 17:04:40 +01:00
Richard Davey
8d976d6ed5
WebGLRenderer.textureFlush
is a new property that keeps track of the total texture flushes per frame.
2020-07-17 16:36:18 +01:00
Richard Davey
f3ebada1e0
Tidy up everything after rendering
2020-07-17 15:49:03 +01:00
Richard Davey
9280a73bf9
StaticTilemapLayer
now includes the ModelViewProjection
mixin, so it doesn't need to modify the pipeline during rendering.
2020-07-17 15:48:53 +01:00
Richard Davey
10c19bd24d
StaticTilemapLayer.upload
will now set the vertex attributes and buffer the data, and handles internal checks more efficiently.
2020-07-17 13:58:38 +01:00
Richard Davey
6e15f6b77d
Refactored to tidy it up and also now works with Light2D pipeline
2020-07-17 13:56:56 +01:00
Richard Davey
8bb49332a9
Always set rotation
2020-07-17 13:55:50 +01:00
Richard Davey
d11a16deaa
Added forceZero
and setAttribPointers
...
`WebGLPipeline.forceZero` is a new property that informs Game Objects if the pipeline requires a zero bound texture unit.
* `WebGLPipeline.setAttribPointers` is a new method that will set the vertex attribute pointers for the pipeline.
2020-07-17 13:55:39 +01:00
Richard Davey
dc04949d3d
Needs fixing tomorrow
2020-07-16 18:10:40 +01:00
Richard Davey
f89d53ca0d
Update DynamicTilemapLayerWebGLRenderer.js
2020-07-16 17:43:14 +01:00
Richard Davey
97f601f378
LightsManager.cull
now takes the viewport height from the renderer instead of the game config
2020-07-16 17:42:58 +01:00
Richard Davey
d942e2bd47
Update TextWebGLRenderer.js
2020-07-16 16:59:59 +01:00
Richard Davey
848377b8d8
The TileSprite Game Objects now support rendering with normal maps.
2020-07-16 16:59:53 +01:00
Richard Davey
fea1ade5b7
Update WebGLRenderer.js
2020-07-16 16:59:45 +01:00
Richard Davey
12fc51e2e2
If normal map set, advance the current active texture
2020-07-16 16:17:16 +01:00
Richard Davey
3dd6d8a1a4
Remove forceZero and added textureUnit
2020-07-16 16:16:57 +01:00
Richard Davey
5e8c28d468
Removed batchTexture as it's no longer needed
2020-07-16 16:16:42 +01:00
Richard Davey
68585f1718
The Text Game Object now supports rendering in Light2d, no matter which font, stroke or style it is using.
2020-07-16 16:16:26 +01:00
Richard Davey
76de5c246a
Update ForwardDiffuseLightPipeline.js
2020-07-16 15:51:12 +01:00
Richard Davey
6aba9e71b1
All Shape Game Objects (Rectangle, IsoBox, Star, Polygon, etc) now support rendering in Light2d.
2020-07-16 15:51:07 +01:00
Richard Davey
786f78e91d
Particle Emitter Game Objects now support rendering in Light2d.
2020-07-16 15:32:06 +01:00
Richard Davey
71d85be0df
Mesh and Quad Game Objects now support rendering with normal maps.
2020-07-16 15:25:06 +01:00
Richard Davey
e7957b9380
Added getNormalMap and setGameObject
2020-07-16 15:18:02 +01:00
Richard Davey
f7e6847027
Added setGameObject method and currentUnit property
2020-07-16 15:16:17 +01:00
Richard Davey
5986f8f080
Tidying
2020-07-16 15:16:01 +01:00
Richard Davey
6c9a5f62a6
Uses setGameObject
to support Light2D
2020-07-16 15:15:48 +01:00
Richard Davey
b4f0c9fde2
Uses setGameObject
to support Light2D
2020-07-16 15:15:33 +01:00
Richard Davey
0c411e9e7e
Removed currentUnit and batchSprite forceZero
2020-07-16 15:13:47 +01:00
Richard Davey
85f63c4a19
WebGLRenderer.isNewNormalMap
is a new method that returns a boolean if the given parameters are not currently used.
2020-07-16 15:11:43 +01:00
Richard Davey
5db55a85d7
The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills.
2020-07-16 15:10:45 +01:00
Richard Davey
38e7495b61
Fixed default normal map so all Game Objects will now render
...
* The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
2020-07-16 11:04:10 +01:00
Richard Davey
93d0378143
Added missing jsdocs
2020-07-16 11:03:49 +01:00
Richard Davey
c973f41fcc
Added setters and dirty check
...
* `Light.dirty` is a new property that controls if the light is dirty, or not, and needs its uniforms updating.
* `Light` has been recoded so that all of its properties are now setters that activate its `dirty` flag.
2020-07-16 03:26:32 +01:00
Richard Davey
1146e6f7a3
LightsManager.destroy
will now clear the lightPool
array when destroyed, where-as previously it didn't.
2020-07-16 03:25:25 +01:00
Richard Davey
84968f502f
Update ForwardDiffuseLightPipeline.js
...
* The pipeline will no longer look-up and set all of the light uniforms unless the `Light` is dirty.
* The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
2020-07-16 03:24:19 +01:00
Richard Davey
3b9d115d0c
Reset just units 0 and 1
2020-07-16 03:13:47 +01:00
Richard Davey
d7cf9da819
Added location cache
2020-07-16 03:13:10 +01:00
Richard Davey
5059045c76
Cache attribute location
...
* `WebGLPipeline.boot` will now check all of the attributes and store the pointer location within the attribute entry.
* `WebGLPipeline.bind` no longer looks-up and enables every attribute, every frame. Instead it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
2020-07-16 03:12:53 +01:00
Richard Davey
4ab9604102
Lots of updates to this pipeline
...
* The `ForwardDiffuseLightPipeline.defaultNormalMap` property has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.boot` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.onBind` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.setNormalMap` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
* The `ForwardDiffuseLightPipeline.batchTexture` method has been rewritten to use the Texture Tint Pipeline function instead.
* The `ForwardDiffuseLightPipeline.batchSprite` method has been rewritten to use the Texture Tint Pipeline function instead.
2020-07-16 02:15:53 +01:00
Richard Davey
1f3b79cf11
Normal map additions
...
* `WebGLRenderer.normalTexture` is a new property that holds the currently bound normal map (texture unit one).
* `WebGLRenderer.setNormalMap` is a new method that sets the current normal map texture.
* `WebGLRenderer.clearNormalMap` is a new method that clears the current normal map texture.
* `WebGLRenderer.resetTextures` is a new method that flushes the pipeline, resets all textures back to the temporary ones and resets the active texture counter.
2020-07-16 02:15:01 +01:00
Richard Davey
c6ffa0620e
TextureTintPipeline.batchSprite
and batchTexture
has new parameters forceZero
which forces use of texture unit zero.
2020-07-16 02:13:08 +01:00
Richard Davey
0b3f125ee0
Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
2020-07-16 00:21:44 +01:00
Richard Davey
94d333ee1e
Use new texture unit
2020-07-16 00:00:49 +01:00
Richard Davey
d34d52550d
Renders using setTextureZero
2020-07-15 18:03:57 +01:00
Richard Davey
99af20aa68
The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units.
2020-07-15 18:03:36 +01:00
Richard Davey
9e9e45261f
Added setTextureZero and clearTextureZero
...
* `WebGLRenderer.setTextureZero` is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
* `WebGLRenderer.clearTextureZero` is a new method that clears the texture tha was bound to unit zero.
* `WebGLRenderer.textureZero` is a new property that holds the currently bound unit zero texture.
2020-07-15 18:03:03 +01:00
Richard Davey
216d7cb1fa
Updated WebGLRenderer to support new texture assignment
...
* The property `WebGLRenderer.currentActiveTextureUnit` has been renamed to `currentActiveTexture`.
* `WebGLRenderer.startActiveTexture` is a new read-only property contains the current starting active texture unit.
* `WebGLRenderer.maxTextures` is a new read-only property that contains the maximum number of texture units WebGL can use.
* `WebGLRenderer.textureIndexes` is a new read-only array that contains all of the available WebGL texture units.
* `WebGLRenderer.tempTextures` is a new read-only array that contains temporary WebGL textures.
* The `WebGLRenderer.currentTextures` property has been removed, as it's no longer used.
* `WebGLRenderer.currentTextures` has been removed, as it's no longer used internally.
* `WebGLRenderer.setBlankTexture` no longer has a `force` parameter, as it's set by default.
* `WebGLRenderer.setTextureSource` is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
* The `WebGLRenderer.setTexture2D` method has been updated to use the new texture unit assignment. It no longer takes the `textureUnit` or `flush` parameters and these have been removed from its method signature.
2020-07-15 17:11:01 +01:00