Commit graph

7520 commits

Author SHA1 Message Date
Richard Davey
f85a79c0d7 There is a new boolean Game Config property called customEnvironment. If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 2018-11-16 10:46:30 +00:00
Richard Davey
41343e3102 Removed copy paste error 2018-11-16 10:46:22 +00:00
Richard Davey
476a31093a onFocus and onBlur ignore if locked 2018-11-13 19:47:47 +00:00
Richard Davey
578158cfcb Updated docs 2018-11-13 17:04:31 +00:00
Richard Davey
e584fbfb8f Tidying up erase code 2018-11-13 15:27:42 +00:00
Richard Davey
5147fb281a Added new Blend Modes. 2018-11-13 15:10:25 +00:00
Richard Davey
48686881dc Removed clearColor. CSS now handles this. Context always transparent. 2018-11-13 15:10:10 +00:00
Richard Davey
1b51ef1130 Remove fillRect. CSS now handles the background color. 2018-11-13 15:09:42 +00:00
Richard Davey
8de7973c92 Added new captures array. 2018-11-13 15:09:18 +00:00
Richard Davey
355bc2e1ee If not transparent, then set backgroundColor to the canvas itself. 2018-11-13 15:05:59 +00:00
Richard Davey
16ef9df977 Updated capture docs and values 2018-11-13 15:05:35 +00:00
Richard Davey
76918e76b0 ERASE tests 2018-11-13 10:32:24 +00:00
Richard Davey
a1273e42b8 Added ERASE blend mode 2018-11-13 10:31:56 +00:00
Richard Davey
837cc4e86d Swapped hit area size detection priority 2018-11-12 23:19:49 +00:00
Richard Davey
696e3dc6b8 Prevent non-modified keys only 2018-11-12 23:01:30 +00:00
Richard Davey
d8b0bf7a29 Added metaKey support 2018-11-12 23:00:56 +00:00
Richard Davey
2f4f0d89ad Bumped version. 2018-11-12 22:22:26 +00:00
Richard Davey
5f92b05fd7 Added game config keyboard capture flag for global preventDefault handling. 2018-11-12 22:22:12 +00:00
Rory O'Connell
49e5e5c3a9 callbackScope is an optional param 2018-11-10 14:29:49 -08:00
Richard Davey
06688eedd8 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-10 04:22:51 +00:00
Richard Davey
ceb9910780 Added erase method for clearing parts of a Render Texture. 2018-11-10 04:22:47 +00:00
Richard Davey
7d1f990ad3 Added ERASE blend mode. 2018-11-10 04:22:13 +00:00
Ram Kaniyur
e5ebfe861f Fix Tile.tileset to return just the containing tileset instead of all of them. 2018-11-08 21:27:16 +11:00
Piotr 'Waclaw I' Hanusiak
361708a22b Setting HTML5AudioSound's volume and mute is now working. 2018-11-07 19:08:48 +01:00
samme
b5a2d9d0cf Docs for Arcade Physics
Minor additions/corrections
2018-11-07 09:43:43 -08:00
samme
83e2de2baf Docs for Group
Add GroupClassTypeConstructor type
2018-11-07 09:40:31 -08:00
Richard Davey
43e76a7c45
Merge pull request #4129 from samme/docs/events
Docs for input and physics events
2018-11-07 16:18:17 +00:00
Richard Davey
885e45391c
Merge pull request #4136 from Waclaw-I/dead-particles-pool-fix
Array of dead particles is now being filled up with dead particles.
2018-11-07 16:15:02 +00:00
Richard Davey
929aca014a Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-07 16:13:10 +00:00
Richard Davey
01bcb6b91f
Merge pull request #4144 from stuartkeith/patch-1
fixed - cameraFilter bitmask doesn't work for values < 0
2018-11-07 16:12:37 +00:00
Richard Davey
979fc7341f The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3 Game Objects have a new property called state. 2018-11-07 15:11:59 +00:00
kainage
a01726f57e Fix Scene Add Data
Data was not being passed in to the scene manager when adding a scene via `add`.
2018-11-06 06:38:36 -08:00
Stuart Keith
3b422260ea
Update DOMElementCSSRenderer.js 2018-11-04 11:22:02 +00:00
Richard Davey
e34d759928 Removed sortGameObjects and getTopGameObject methods 2018-11-01 12:12:06 +00:00
Sercan Turkmen
03ffe7842f Fix rotating normal map bug (issue #3870) 2018-10-31 02:17:11 +02:00
Richard Davey
d912189b91 Added the Extern Game Object 2018-10-29 23:07:30 +00:00
Richard Davey
789713b4b1 Updated the clear and rebind pipeline methods 2018-10-29 23:07:10 +00:00
Richard Davey
32a22140a6 Use the predefined variable 2018-10-29 23:06:51 +00:00
Piotr 'Waclaw I' Hanusiak
893310d5bb array of dead particles is now being filled up with dead particles. 2018-10-29 22:19:57 +01:00
samme
0e10d50bd8 Revise descriptions for BaseCamera centerX, centerY 2018-10-27 10:30:52 -07:00
Richard Davey
f95f611c1f Added CounterClockwise helper function 2018-10-26 19:38:51 +01:00
Richard Davey
d740ca2302 Use QR decomposition or it all goes wrong! 2018-10-26 19:38:30 +01:00
Richard Davey
8e04ce5b14 Typos 2018-10-26 19:38:13 +01:00
Richard Davey
6634a439af :) 2018-10-26 19:38:08 +01:00
Richard Davey
12bcdbf672 Docs fix 2018-10-25 16:26:34 +01:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
Richard Davey
7441ff90ae The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does. 2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd The data object being sent to the Dynamic Bitmap Text callback now has a new property parent, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth) 2018-10-25 14:10:12 +01:00
Richard Davey
6b34ef0e4f Added translateXYZ and scaleXYZ 2018-10-24 23:46:27 +01:00
samme
7ff8d51f98 Docs for input and physics events 2018-10-24 12:14:44 -07:00
Richard Davey
d3b573a615 MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it. 2018-10-24 14:08:49 +01:00
Richard Davey
217e273896 Added context save to stop fillRect bug (issue #4056) 2018-10-24 12:39:48 +01:00
Richard Davey
0050f4686f Removed Spine Plugin from experimental flag 2018-10-23 13:30:01 +01:00
Richard Davey
e6d7a8e68c PluginFile will now install the plugin into the _current_ Scene as long as the start or mapping arguments are provided. 2018-10-23 13:29:44 +01:00
Richard Davey
5da77075f4 PluginManager.install returns null if the plugin failed to install in all cases. 2018-10-23 13:28:56 +01:00
Richard Davey
7e206cf554 UnityAtlas now sets the correct file type key if using a config file object. 2018-10-23 13:28:20 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8 Added new jsdocs 2018-10-22 12:12:31 +01:00
Richard Davey
d13984f460 Added jsdocs 2018-10-19 18:32:10 +01:00
Richard Davey
0b3d54a198 Added jsdocs 2018-10-19 18:29:36 +01:00
Richard Davey
104eeabbf6 Removed verticalAdjust property as it never worked and isn't needed now 2018-10-19 18:29:28 +01:00
Richard Davey
a083318e02 Added lots of missing jsdocs 2018-10-19 17:45:05 +01:00
Richard Davey
07bb619c5e Added jsdocs 2018-10-19 16:14:51 +01:00
Richard Davey
eea1b34549 Added jsdocs 2018-10-19 15:53:04 +01:00
Richard Davey
60dc63fe9f Added jsdocs 2018-10-19 15:33:43 +01:00
Richard Davey
809e3f4bbc Added jsdocs 2018-10-19 15:02:27 +01:00
Richard Davey
9e6298ba0f Array.Matrix.ReverseColumns was actually reversing the rows, but now reverses the columns. 2018-10-19 15:02:21 +01:00
Richard Davey
874d7350cd Array.Matrix.ReverseRows was actually reversing the columns, but now reverses the rows. 2018-10-19 15:02:08 +01:00
Richard Davey
a73249563e Fixed formatting 2018-10-19 13:51:32 +01:00
Richard Davey
f10f557476 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-10-19 13:50:49 +01:00
Richard Davey
0eafcc0d57
Merge pull request #4119 from nkholski/master
Pick up animation data from Tiled 1.2+
2018-10-19 13:49:10 +01:00
Richard Davey
8a974915d8
Merge pull request #4093 from Cirras/patch-1
Fix Camera culling bugs (Issue #4092)
2018-10-19 13:45:36 +01:00
Richard Davey
772159d8f0
Merge pull request #4118 from pierpo/patch-1
Fix issue with null config in Arcade PhysicsGroup constructor
2018-10-19 13:43:18 +01:00
Richard Davey
e9b22500c0
Merge pull request #4097 from Cirras/atlas-to-spritesheet-trimming
Improved trim handling for Spritesheets created from trimmed Texture Atlas Frames
2018-10-19 13:38:24 +01:00
Richard Davey
8a58ceeded
Merge pull request #4113 from Siyalatas/culling-fix
Simple fix for a reference error when culling tilemaps
2018-10-19 13:36:31 +01:00
Richard Davey
c14fb4b764 Updated formatting. 2018-10-19 13:35:30 +01:00
Richard Davey
38743135eb
Merge pull request #4101 from DotTheGreat/TextStyle_setStyle-fix
Text style setStyle/setFont fix
2018-10-19 13:31:15 +01:00
Richard Davey
f26c869c61
Merge pull request #4069 from samme/feature/drawDebug
Use defaultStrokeWidth in Arcade.Body#drawDebug()
2018-10-19 13:27:45 +01:00
Richard Davey
37876f93ab
Merge pull request #4124 from wmateam/hotfix/forgotten-keycode
Add forgotten keycode and letters
2018-10-19 13:18:28 +01:00
Richard Davey
8bbe96d610
Merge pull request #4111 from darkwebdev/patch-1
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
2018-10-19 13:17:43 +01:00
Richard Davey
16d297746d
Merge pull request #4122 from samvieten/patch-2
JSDocs wrong Boolean on checkCollision description
2018-10-19 13:16:18 +01:00
Richard Davey
c9a4a240f8 The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list 2018-10-19 13:08:05 +01:00
Richard Davey
b52c63fe10 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-10-19 12:32:48 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Mohammad Javad Afkari
4b5d8d0878 + add forgotten keyCode (firefox in windows) 2018-10-19 11:42:57 +03:30
sam
467f165bf4
JSDocs wrong Boolean on checkCollision description
L647 "checkCollision.none = false to disable collision checks" this is false way description, changed to "= true"
As of pull request: photonstorm/phaser3-docs#75
2018-10-19 06:42:25 +08:00
Richard Davey
c9b7ce3938 The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method. 2018-10-18 22:04:41 +01:00
Mohammad Javad Afkari
0dfdeb1f92 + forgotten keyCode (firefox) 2018-10-18 22:44:24 +03:30
Richard Davey
557955e057 Merging Scale Manager and Spine Plugin back into master 2018-10-18 14:59:27 +01:00
Richard Davey
3125671170 Merge branch 'scalemanager' 2018-10-18 13:29:10 +01:00
Richard Davey
d41a01ac39 Updated docs 2018-10-18 13:27:56 +01:00
Niklas Berg
206c12d70d Pick up animation data from Tiled 1.2+ 2018-10-17 15:12:41 +02:00
Pierre Poupin
63458ab336
Fix issue with null config in PhysicsGroup constructor 2018-10-17 01:13:18 +02:00
Richard Davey
61008f4eda 3.15.1 Release 2018-10-16 16:24:43 +01:00
Richard Davey
18b6ebc39b Preparing for 3.16 2018-10-16 16:03:55 +01:00
Richard Davey
8db61274f7 Swapping to American-English spelling for consistency
~sigh~ it looks so wrong
2018-10-16 15:23:36 +01:00
Richard Davey
ae9c3b6f56 Tidying up for 3.15 release 2018-10-16 15:10:49 +01:00
Richard Davey
405608bd0b Add v2 SM for reference 2018-10-16 14:09:21 +01:00
Richard Davey
861de841b0 Commented out logs for beta build 2018-10-16 11:45:01 +01:00
Richard Davey
c23f701456 The Touch Manager, Input Manager and Pointer classes all now handle the touchcancel event, such as triggered on iOS when activating an out of browser UI gesture, or in Facebook Instant Games when displaying an overlay ad. This should prevent issues with touch input becoming locked on iOS specifically. Fix #3756 2018-10-16 11:44:36 +01:00
Richard Davey
dab510f03d The Touch Manager has been rewritten to use declared functions for all touch event handlers, rather than bound functions. This means they will now clear properly when the TouchManager is shut down. 2018-10-16 11:44:15 +01:00
Richard Davey
8dff537b12 Added TOUCH_CANCEL constant. 2018-10-16 11:43:40 +01:00
Richard Davey
7daa8b9d45 Added touchcancel handler and wasCancelled property 2018-10-16 11:42:54 +01:00
Richard Davey
f29126c482 KeyboardPlugin.resetKeys is a new method that will reset the state of any Key object created by a Scene's Keyboard Plugin. 2018-10-16 11:35:44 +01:00
foobar
e481ea4cfd Fix reference error when culling 2018-10-15 20:31:46 +02:00
Timur Manyanov
9020e64d7b
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
This should fix TypeScript definitions, that at the moment lead to unexpected behavior (cause color is passed instead of a line width).
At the moment definition looks like this:
```setStrokeStyle(color?: number, alpha?: number): this;```
2018-10-14 00:44:01 +02:00
Richard Davey
b3804a2455 eslint fixes 2018-10-12 18:56:56 +01:00
Richard Davey
a043cc88ea Changed version number 2018-10-12 18:32:52 +01:00
Richard Davey
a9938baec6
Merge pull request #4070 from samme/feature/arcade-group-config-enable
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-10-12 18:29:58 +01:00
Richard Davey
3c5bf3eba7
Merge pull request #4077 from samme/fix/webgl-game-context-null
Fix null game.context after WebGLRenderer init
2018-10-12 18:28:04 +01:00
Richard Davey
fa95e0a3b1 Don't resize if EXACT mode 2018-10-12 15:09:35 +01:00
Richard Davey
a0d3137f76 Shapes and Graphics now set textures correctly (after batch texture changes) 2018-10-12 15:09:21 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
8faafc2ceb New Scale Manager implementation starting to take shape 2018-10-11 17:02:29 +01:00
Richard Davey
240914ee03 Fixed some types and removed resize calls 2018-10-11 17:02:14 +01:00
Richard Davey
7144f64c82 Added DOM constants 2018-10-11 17:02:01 +01:00
Richard Davey
666c3744b5 Moved to DOM constants 2018-10-11 17:01:49 +01:00
Richard Davey
f9b4419f08 Uses Scale Manager sizes 2018-10-11 17:01:38 +01:00
Richard Davey
99591f0d72 Added new Scale Manager config properties 2018-10-11 17:01:17 +01:00
Richard Davey
fc9b6f7504 Adding preBoot step 2018-10-10 13:53:49 +01:00
Richard Davey
4e0a3e94d2 Getting ready for rewrite 2018-10-10 13:53:14 +01:00
Richard Davey
b90109efe1 Typo fix 2018-10-10 13:41:55 +01:00
Richard Davey
3e9cc42f49 Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices. 2018-10-10 13:41:47 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
1e7251ba97 Commented out resize, soon to be removed 2018-10-10 10:47:13 +01:00
Richard Davey
f32df230d6 Working through SM flow 2018-10-10 10:47:04 +01:00
Richard Davey
b4dfa49750 Clarified docs 2018-10-10 10:46:55 +01:00
Richard Davey
3c4604127a Shorter error 2018-10-10 10:46:47 +01:00
Stuart Lindstrom
526067f7b6 Fix #4104 2018-10-09 14:34:47 -04:00
Richard Davey
ecc85b447c Updated to use DOM components and hook into game flow 2018-10-09 18:14:25 +01:00
Richard Davey
953422a059 Exposed Scale Manager via global reference 2018-10-09 18:14:09 +01:00
Richard Davey
bddca4c1de Added all of the DOM components the Scale Manager needs 2018-10-09 18:13:56 +01:00
Richard Davey
a9063604dc Replace @readOnly with @readonly 2018-10-09 13:40:00 +01:00
Taran van Groenigen
c841adcba4
Removed whitespaces from empty lines 2018-10-09 11:50:21 +02:00
Taran van Groenigen
af664dc699
Removed two tabs 2018-10-09 11:32:52 +02:00
Taran van Groenigen
4e2bd36ca5
A string now uses the same default values as an object passed into setFont 2018-10-09 11:28:02 +02:00
Taran van Groenigen
9a2a0ad45f
TextStyle.setStyle & TextStyle.setFont now set fontSize, fontStyle & fontFamily when font is a string
TextStyle.setFont now sets fontFamily, fontSize, and fontStyle when "font" is a string. 
TextStyle.setStyle calls TextStyle.setFont when "font" is overridden.
This fixes an issue where TextStyle.update(true) overrides TextStyle._font
2018-10-09 11:13:23 +02:00
Richard Davey
dea2ee89f0 Moving out of experimental 2018-10-08 17:03:00 +01:00
Richard Davey
c28d790243 Updating ScaleManager for v3 2018-10-08 17:02:51 +01:00
Richard Davey
c2f78fe025 Determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality. 2018-10-08 17:02:27 +01:00
Richard Davey
e36356eeb7 Added ScaleManager consts 2018-10-08 17:01:26 +01:00
Richard Davey
51c5c9014f Moved to new location 2018-10-08 15:23:56 +01:00
Richard Davey
51b36573aa Preparing for ScaleManager move 2018-10-08 15:23:20 +01:00
Richard Davey
b7d520b8cc Merging in ScaleManager 2018-10-08 15:23:10 +01:00
Cirras
82da94bd46
Improved trim handling for Spritesheets created from trimmed Texture Atlases frames
Fixes issue #4096.
2018-10-06 18:37:37 +10:00
Richard Davey
8994d8f13e CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. 2018-10-05 18:30:00 +01:00
Cirras
1a87cc1f96
Fix Camera culling bugs (Issue #4092)
Make camera culling properly handle the camera's current zoom level and viewport position.
2018-10-06 01:44:14 +10:00
Richard Davey
31109422b6 Made docs even more explicit. Close #4084 2018-10-05 16:39:42 +01:00
Richard Davey
4d13702c33 The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 2018-10-05 16:27:42 +01:00
Richard Davey
2a1ea30cb7 Typos 2018-10-03 22:07:41 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2 Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off 2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742 Preparing for 3.15 dev 2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7 3.14 Release 2018-10-01 14:44:42 +01:00
Richard Davey
099489e26d Added missing class desc 2018-10-01 14:44:30 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
faaadb357e Completed Actions jsdocs 2018-10-01 12:01:59 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
samme
ced7c82c42 Fix null game.context after WebGLRenderer init 2018-09-30 12:45:26 -07:00
samme
69ff71e0bd Add description for PhysicsGroupDefaults.setEnable 2018-09-29 14:09:05 -07:00
samme
5f4f5e6cfc Merge branch 'master' into feature/arcade-group-config-enable 2018-09-29 14:07:09 -07:00
Richard Davey
3c4e6cda80 Arcade Physics shutdown will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date. 2018-09-29 11:21:41 +01:00
Richard Davey
8b5d0a3af1 Text.setFont, Text.setFontFamily, Text.setFontStyle and Text.setStroke will no longer re-measure the parent Text object if their values have not changed. 2018-09-29 11:21:31 +01:00
Richard Davey
38cacfd9f7 Added new jsdocs 2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9 Added new jsdocs 2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d Completed DynamicTilemapLayer jsdocs 2018-09-28 14:46:31 +01:00
Richard Davey
5115847791 Finished all the Tilemap component descriptions 2018-09-28 14:32:36 +01:00
Richard Davey
43067aa30e Completed Tilemap class docs 2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d Added jsdocs. 2018-09-28 12:45:01 +01:00
Richard Davey
3aef1e8a65 Set.size will now only set the new size if the value is smaller than the current size, truncating the Set in the process. Values larger than the current size are ignored.
Plus added jsdocs.
2018-09-28 12:44:55 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
be5b325fa1
Merge pull request #4072 from samme/docs/GameConfig
GameConfig docs
2018-09-28 11:08:24 +01:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2 2018-09-28 11:07:44 +01:00
Richard Davey
5a4d1e53c1 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-28 11:04:27 +01:00
Richard Davey
818a28073f Added jsdocs 2018-09-28 11:04:19 +01:00
Richard Davey
534814adb0
Merge pull request #4065 from rgk/patch-4
Matter.js Force Component Docs
2018-09-28 11:03:34 +01:00
Richard Davey
24fdcb5ffd New docs 2018-09-28 10:32:58 +01:00
samme
eaec923245 GameConfig docs 2018-09-27 15:37:54 -07:00
Richard Davey
3944e580cc Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames 2018-09-27 16:49:52 +01:00
Richard Davey
5ad4c8dc2b All of the Animation Events now pass the Game Object as the final argument, this includes animationstart, animationrestart, animationrepeat, animationupdate and animationcomplete. 2018-09-27 15:55:16 +01:00
Richard Davey
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
a17b0c2e6c jsdoc fixes 2018-09-27 14:16:09 +01:00
Richard Davey
b45df05ddb Updated to get the frame names 2018-09-27 14:15:58 +01:00
Richard Davey
ab48c1c479 The Texture.getFramesFromTextureSource method has a new boolean argument includeBase, which defaults to false and allows you to set if the base frame should be returned into the array or not.
The `Texture.getFramesFromTextureSource` method was returning an array of Frame names by mistake, instead of Frame references. It now returns the Frames themselves.
2018-09-27 14:11:14 +01:00
Richard Davey
95d4651db8 Dynamic Layers support multiple tilesets now 2018-09-27 13:09:40 +01:00
Richard Davey
0d5b209259 Consolidated gidMap creation 2018-09-27 13:09:23 +01:00
Richard Davey
e05f7c7ed0 Dynamic Tilemap Layers now support multiple tilesets per layer 2018-09-27 13:09:08 +01:00
Richard Davey
d92c7bf5b0 Added setTilesets method. 2018-09-27 12:12:29 +01:00
Richard Davey
d59f772d66 Tilemap.getTileset is a new method that will return a Tileset based on its name. 2018-09-27 12:12:16 +01:00
Richard Davey
53b57ccbab Clear arrays on destroy and updated docs 2018-09-27 11:48:04 +01:00
Richard Davey
07e1f07caf Added support for Static Tilemap Layers to support multiple Tilesets per layer. 2018-09-27 11:34:37 +01:00
Richard Davey
c1d6e438cc Removed un-used property. 2018-09-27 11:34:13 +01:00
Richard Davey
39c55ef719 Made warnings shorter. 2018-09-27 11:33:58 +01:00
Richard Davey
bed4abc8ed Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats 2018-09-27 00:41:11 +01:00
samme
adb2181a8a Add docs for groups and Arcade.Factory 2018-09-26 12:25:09 -07:00
samme
536555236f Add PhysicsGroupConfig.enable, Arcade.Body#setEnable() 2018-09-26 10:25:45 -07:00
samme
5d38357533 Use defaultStrokeWidth in Arcade.Body#drawDebug() 2018-09-26 09:50:48 -07:00
Richard Davey
8cc7650f8c Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call. 2018-09-26 17:15:22 +01:00
Richard Davey
32bd01daba If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 2018-09-26 16:49:18 +01:00
Richard Davey
6fef0fb57e The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058 2018-09-26 16:36:45 +01:00
Richard Davey
945a2eb0fb TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check. 2018-09-26 16:32:41 +01:00
Richard Davey
25f8d29659 If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017 2018-09-26 16:32:27 +01:00
Richard Davey
b4e59405b4 Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026 2018-09-26 16:18:44 +01:00
Richard Davey
c0e5197f7c Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037 2018-09-26 16:07:32 +01:00
Richard Davey
94d21da3ca The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 2018-09-26 15:27:19 +01:00
Richard Davey
9c5876ffb0 Skip conditional if fromVerts given. Correctly set parts reference. 2018-09-26 14:15:38 +01:00
Richard Davey
80f7539a41 Matter.verts, available via this.matter.verts from within a Scene, is a quick way of accessing the Matter Vertices functions. 2018-09-26 14:13:03 +01:00
Richard Davey
df7245e3c5 Added all of the new Matter debug rendering options 2018-09-26 14:12:20 +01:00
Richard Davey
eb09c35056 The poly-decomp library, as used by Matter.js, has been updated to 0.3.0. 2018-09-26 11:08:55 +01:00
Richard Davey
684838aabe Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'. This update also impacts the Polygon Shape object, which can now also take this format as well. 2018-09-26 11:01:48 +01:00
Richard Davey
ef3f6c0348 The Shape.Line object was missing a lineWidth property unless you called the setLineWidth method, causing the line to not render in Canvas only. Fix #4068 2018-09-26 09:33:09 +01:00
samme
6a8e5d2082 Correct descriptions for customSeparateX, customSeparateY 2018-09-25 13:25:47 -07:00
Robert Kowalski
bf38ce9fd4
Revsions based on Comments
Updated, better?
2018-09-25 11:31:18 -04:00
Richard Davey
13a72f961e lint fix 2018-09-25 16:23:14 +01:00
Richard Davey
2985a97c56 TileSet.getTileData() has been updated so it will return tile data from either Tiled 1.1.x or the new Tiled 1.2.x JSON structure. Fix #3998 2018-09-25 16:20:34 +01:00
Richard Davey
9b09d32426
Merge pull request #4062 from s-s/bugfix-4010
#4010 fix
2018-09-25 16:10:12 +01:00
Richard Davey
91f15a9046
Merge pull request #4060 from felipeprov/master
Fixed possible typo on UpdateList#shutdown
2018-09-25 15:56:43 +01:00
Richard Davey
37d7b7b32d The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049 2018-09-25 15:54:13 +01:00
Richard Davey
df8c0d8673 Calling Tilemap.renderDebug ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061 2018-09-25 15:37:46 +01:00
Richard Davey
41920b07cc Tilemap.setBaseTileSize now sets the size into the LayerData baseTileWidth and baseTileHeight properties accordingly. Fix #4057 2018-09-25 15:19:57 +01:00
Richard Davey
2812bff0ee Sprites now have preDestroy method, which is called automatically by destroy. The method destroys the Animation component, unregistering the remove event in the process and freeing-up resources. Fix #4051 2018-09-25 15:11:15 +01:00
Richard Davey
e94d92518d GameObjects added to and removed from Containers no longer listen for the shutdown event at all 2018-09-25 15:00:23 +01:00
Robert Kowalski
0020745544
Quick space. 2018-09-25 07:15:11 -04:00
Robert Kowalski
185b19787e
Matterjs Gravity Component Doc 2018-09-25 07:14:32 -04:00
Richard Davey
c704dc450a Fixed jsdoc definitions 2018-09-25 11:36:36 +01:00
Robert Kowalski
5d0d84fe55
Matter.js Force Component Docs
Checking if I did this well before I start jumping into multiple files.
2018-09-25 04:46:30 -04:00
samme
817720b42c Correct description for Arcade.Body#maxVelocity 2018-09-24 16:58:00 -07:00
samme
31175ae61f Correct overlapCallback argument name 2018-09-24 16:52:15 -07:00
Richard Davey
75bdfcc081 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-24 23:20:49 +01:00
Richard Davey
89b9f42f3e Adding jsdocs 2018-09-24 23:20:43 +01:00
samme
2a51d6b70f Arcade Physics docs revisions 2018-09-24 12:12:56 -07:00
Chris Andrew
dfe335102c Added some descriptions for the AnimationManager class. 2018-09-24 18:47:24 +01:00
Sergey
948ed58842
#4010 fix
Both values are already scaled to resolution.
2018-09-24 14:34:59 +03:00
Felipe Provenzano
731a495c24 Fixed possible typo on UpdateList#shutdown 2018-09-23 22:03:18 +02:00
Richard Davey
f869794346 Preparing for 3.14 work 2018-09-20 17:20:26 +01:00
Richard Davey
a39555a53d 3.13 Build 2018-09-20 16:58:00 +01:00
Richard Davey
41956c4625 Added FB plugin conditional 2018-09-20 14:14:29 +01:00
Richard Davey
22e6c15de9 Display use of FB plugin 2018-09-20 14:14:09 +01:00
Richard Davey
1427518930 jsdoc fix 2018-09-20 12:32:02 +01:00
Richard Davey
d6ff9cfa5a FB Plugin moved to its own build file 2018-09-20 11:50:09 +01:00
Richard Davey
c36a3b4057 Hopefully fix annoying TS error 2018-09-20 11:49:52 +01:00
Richard Davey
7f835da1e1 Fixed Rectangle hit area coordinates 2018-09-20 11:49:24 +01:00
Richard Davey
deb14bdb60 Correct ellipse sizing 2018-09-18 17:21:55 +01:00
Richard Davey
9b812f8394 Calling setFrame on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039 2018-09-18 11:18:00 +01:00
Richard Davey
754fc4f622 RenderTexture.resize wouldn't correctly resize the texture under WebGL. Fix #4034 2018-09-17 11:48:34 +01:00
Richard Davey
9aaa640601 Finished Shape documentation 2018-09-15 11:18:09 +01:00
Richard Davey
fcaa2bfc4f Completing Game Object jsdocs 2018-09-15 10:31:10 +01:00
Richard Davey
24e09d7a31 Completed more jsdocs 2018-09-14 18:17:14 +01:00
Richard Davey
0d497fd2be Fixed Scene restart shutdown flow 2018-09-14 18:05:14 +01:00
Richard Davey
935288518d Added isPaused method 2018-09-14 18:04:47 +01:00
Richard Davey
4c6b2cc183 Fixed destroy order 2018-09-14 18:03:51 +01:00
Richard Davey
5ec26fa62d Cameras now emit prerender and postrender events if they are set to render to textures. 2018-09-14 15:53:06 +01:00
Richard Davey
e92a01985e If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033 2018-09-14 14:48:53 +01:00
Richard Davey
b9318826eb Added jsdocs, setPipeline and clearRenderToTexture methods 2018-09-14 14:03:37 +01:00
Richard Davey
7315ea39b4 Optimized setting the custom flag 2018-09-14 14:03:13 +01:00
Richard Davey
9af2c7e249 The Cameras setScene method, which is called automatically when a new Camera is created, will now call updateSystem which correctly increases the custom viewport counter. This fixes an issue with mini-cams inside of larger cameras not clipping their contents properly. If a Camera is moved to another Scene it also now correctly shrinks the total custom viewport counter. 2018-09-14 12:33:22 +01:00
Richard Davey
ef62313bbb The WebGL Renderer now always enables the SCISSOR_TEST, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again. 2018-09-14 12:33:09 +01:00
aaron
b9454eaf7b Wrong filling rectangle for camera with no transparent background after last scissor changes 2018-09-14 10:53:50 +02:00
Richard Davey
aeda1c042b If a Scene is already active (i.e. running) and you call start on it (such as from another Scene) then it will shutdown the Scene first, before starting it again. 2018-09-13 16:32:02 +01:00
Richard Davey
855fde1adb Rebind the source texture 2018-09-13 13:23:42 +01:00
Richard Davey
7722207dbd Remove texture deletion. 2018-09-13 13:23:24 +01:00
Richard Davey
f285cf4854 Trim the font style 2018-09-13 13:23:11 +01:00
Richard Davey
7b0d823415 Resizing canvas backed textures like this is a really bad idea, so remove it. 2018-09-13 13:22:27 +01:00
Richard Davey
e01a657798 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-13 09:30:36 +01:00
Richard Davey
2f98bd5092 DisplayList now destroys children directly. 2018-09-13 09:29:48 +01:00
Richard Davey
e19c307252 The UpdateList will now clear out its internal _list, _pendingRemoval and _pendingInsertion lists on shutdown. Before, it would only clear _list. 2018-09-13 09:29:33 +01:00
Richard Davey
0a166f944f Game Objects no longer listen to Scene shutdown. Fix #4028 2018-09-13 09:28:33 +01:00
Richard Davey
429427c876
Merge pull request #4030 from Mattykins/master
Changed setFloatXv methods to accept a Float32Array rather than insta…
2018-09-13 08:42:41 +01:00
Richard Davey
5fe6dbbe0c Added more jsdocs 2018-09-13 08:09:44 +01:00
Matthew Roelle
700509275d Changed setFloatXv methods to accept a Float32Array rather than instantiate its own 2018-09-12 20:25:15 -07:00
Richard Davey
1ac48afd5f Added Grid Shape type with WebGL renderer 2018-09-13 01:02:59 +01:00
Richard Davey
00518eca39 Fixed geom references 2018-09-12 16:58:32 +01:00
Richard Davey
1aa7287062 eslint fix 2018-09-12 16:32:50 +01:00
Richard Davey
0a152949cb Added setLineSpacing method and docs. 2018-09-12 16:29:38 +01:00
Richard Davey
a418995c15 Fixed jsdoc versions and updated them for #4019 2018-09-12 15:34:48 +01:00
Richard Davey
aa4c1ce51d
Merge pull request #4019 from Mattykins/master
Add support for setting float array uniforms in the WebGLPipeline / WebGLRenderer
2018-09-12 15:16:26 +01:00
Richard Davey
6d7ca32e6d Game Objects would not remove themselves from the Scene's shutdown event handler when destroyed, leading to a build-up over time 2018-09-12 15:06:13 +01:00
Richard Davey
0436f1ff6d If you flagged a Tween as paused in its config, never started it, and then called Tween.stop it wouldn't ever be removed from the _pending array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023 2018-09-12 14:54:08 +01:00
Richard Davey
b1771a17dd Updated InputPlugin event specificity flow and added stopPropagation support 2018-09-12 12:38:08 +01:00
Richard Davey
14881bbe24 Renamed data to geom to avoid DataManager clash. Added preDestroy. 2018-09-12 12:37:18 +01:00
Richard Davey
4ba3b37608 Added Pointer.getDistance method 2018-09-12 01:03:56 +01:00
Richard Davey
e01013d418 Formatting 2018-09-12 01:03:41 +01:00
Richard Davey
490ca9c4b6 Added setSize method 2018-09-12 01:03:36 +01:00
Richard Davey
640d90cb09 Added jsdocs 2018-09-11 15:34:03 +01:00
Richard Davey
a68469dc5b Added jsdocs 2018-09-11 15:21:22 +01:00
Richard Davey
252ebe74fb TS defs error 2018-09-11 13:51:09 +01:00
Richard Davey
2c4b38a794 Missing path join 2018-09-11 13:51:03 +01:00
Richard Davey
41d09fe646 Typo 2018-09-11 13:50:55 +01:00
Richard Davey
855e6babeb Lines use strokeColor only 2018-09-11 13:50:43 +01:00
Richard Davey
2816f29bd1 Fixed pathData 2018-09-11 13:50:18 +01:00
Richard Davey
83fa5261e6 Added missing Shape canvas render functions 2018-09-11 13:50:01 +01:00
Richard Davey
9aeba9e73e Fixed jsdoc 2018-09-10 23:30:42 +01:00
Richard Davey
30d51e5179 Moved closePath to Shape 2018-09-10 23:30:36 +01:00
Richard Davey
4b1c0eb697 Added Canvas rendering functions 2018-09-10 23:30:19 +01:00
Richard Davey
dfa40b866f Moved the common fill and stroke functions out
Also started finishing jsdocs
2018-09-10 22:47:39 +01:00
Richard Davey
8ab3240656 Added jsdocs 2018-09-10 20:44:19 +01:00
Richard Davey
c873679d97 Added hsv values, setFromHSV, udpateHSV, darken, lighten, brighten, saturate and desature methods. 2018-09-10 11:29:28 +01:00
Richard Davey
fccd58b097 The HSVToRGB function can now take an optional out argument, which is either a HSVColorObject or a Color object, and the results will be set into that object instead of creating a new one. 2018-09-10 11:22:04 +01:00
Richard Davey
664d5efc7b The RGBToHSV function can now take an optional out argument, which is either a HSVColorObject or a Color object, and the results will be set into that object instead of creating a new one. 2018-09-10 11:21:36 +01:00
Matthew Roelle
7465717d92 Fixed doccomment for float array uniforms 2018-09-09 18:19:09 -07:00
Matthew Roelle
aeeefb3cf6 Added support for setting float array uniforms in the WebGLRenderer and WebGLPipeline 2018-09-09 18:05:29 -07:00
Richard Davey
4ac490eac8 Added draw method 2018-09-08 01:19:25 +01:00
Richard Davey
9ec4b3433f Updated CanvasTexture class
Fixed jsdoc names.
Added getPixels, imageData, array buffer and other pixel reading properties.
2018-09-07 19:29:58 +01:00
Richard Davey
ecbee17c53 Fixed property name 2018-09-07 17:19:40 +01:00
Richard Davey
1f4c0b5809 Added Curve Shape object 2018-09-07 17:19:33 +01:00
Richard Davey
ef558fea3c Type definition fixes 2018-09-07 17:19:19 +01:00
Richard Davey
8bc4d06831 Added IsoTriangle and project setting 2018-09-07 14:23:25 +01:00
Richard Davey
266f993f62 Added Line Shape 2018-09-07 12:43:49 +01:00
Richard Davey
c5fa4efa57 Added face toggle support 2018-09-07 12:10:19 +01:00
Richard Davey
0d183143a7 Removed tint component 2018-09-07 12:10:08 +01:00
Richard Davey
b04d82d17f Added getters and setters for properties 2018-09-07 12:09:57 +01:00
Richard Davey
687ec04802 Added Star shape 2018-09-06 22:40:56 +01:00
Richard Davey
04b5e917e0 Bail if not filled 2018-09-06 17:18:05 +01:00
Richard Davey
270864d974 Added setFillStyle override 2018-09-06 17:16:56 +01:00
Richard Davey
d25ad0cf68 Added IsoBox shape 2018-09-06 16:52:00 +01:00
Richard Davey
fb5bf5d9c1 Added stroke rendering to all shapes 2018-09-06 15:49:42 +01:00
Richard Davey
a508cd2195 Added support for stroke rendering path data 2018-09-06 15:09:15 +01:00
Richard Davey
2f5f5542fd Added more global properties 2018-09-06 15:08:51 +01:00
Richard Davey
0918bc15c2 Support for stroke rendering added 2018-09-06 15:08:41 +01:00
Richard Davey
aac783064f Added per Shape factories 2018-09-06 15:08:15 +01:00
Richard Davey
5e126b80fa Parent matrix and now optional and it won't draw a line cap unless the first point has been set 2018-09-06 15:07:36 +01:00
Richard Davey
19a50eaa98 Moving Shapes to their own folders to keep things tidy 2018-09-06 11:26:50 +01:00
Richard Davey
d3181b41c5 Added smooth method 2018-09-06 00:17:07 +01:00
Richard Davey
b54de56c85 Added Polygon.Smooth and exposed Polygon.Reverse 2018-09-06 00:16:56 +01:00
Richard Davey
7d4906bf73 Added smoothing function 2018-09-05 17:44:12 +01:00
Richard Davey
9820eb4e2d Added Ellipse 2018-09-05 17:27:48 +01:00
Richard Davey
356e6f0753 Added Polygon support 2018-09-05 17:11:46 +01:00
Richard Davey
40a53f75b7 Added Arc rendering and fixed version numbers 2018-09-05 16:50:33 +01:00
Richard Davey
9f9043d881 Added the new Shape base class and the Arc, Rectangle and Triangle primitives 2018-09-05 16:20:25 +01:00
Richard Davey
dedc939fdd initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified. 2018-09-05 11:19:02 +01:00
Richard Davey
dff9bdef9f The Graphics Canvas Renderer will now automatically call beginPath on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames. 2018-09-04 23:33:38 +01:00
Richard Davey
203fb989c6
Merge pull request #4012 from jf908/master
Allow matter js bodies to render their debug graphics individually
2018-09-04 22:44:12 +01:00
Richard Davey
424a1e328e Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-04 22:43:28 +01:00
Richard Davey
5b98386677 Calling Text.setStyle would make the Text vanish if you didn't provide a resolution property in the style configuration object. Calling setStyle now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011 2018-09-04 22:43:25 +01:00
Alexey Molchan
2aba731f4a fixed incorrect properties assignment in setTileScale method 2018-09-04 22:19:42 +03:00
jf908
4f5b43e0ed
Allow matter js bodies to render their debug graphics individually 2018-09-04 18:45:54 +01:00
Richard Davey
03aeaefe21 Preparing for 3.13 development 2018-09-04 16:01:42 +01:00
Richard Davey
cb1c6f614d Preparing for 3.12 release 2018-09-04 15:42:10 +01:00
Richard Davey
2df27a4db8 Resolution adjust 2018-09-04 15:13:48 +01:00
Richard Davey
ecf952ef77 Removed component code 2018-09-04 15:13:32 +01:00
Richard Davey
89967af66b Fixed Camera input resolution 2018-09-04 14:04:48 +01:00
Richard Davey
a103b0e6a6 Fixed FB Plugin paths to avoid build errors if plugin is enabled. 2018-09-04 12:35:23 +01:00
Richard Davey
a6e650f26f
Merge pull request #4006 from samme/docs/arcade-image-body
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-04 12:23:26 +01:00
Richard Davey
7c55e65543 Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987 2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f Arcade Physics World collideSpriteVsTilemapLayer now syncs the collision results back to the body, allowing you to call collide from within an update loop once again. Fix #3999 2018-09-04 12:12:51 +01:00
Richard Davey
b19449f518 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-03 13:12:41 +01:00
Richard Davey
78ffd41704 More specific includes 2018-09-03 13:12:37 +01:00
samme
c0e141513c Correct types for ArcadeImage#body, ArcadeSprite#body 2018-09-02 14:45:39 -07:00
Richard Davey
cc90c6756b
Merge pull request #4001 from khaleb85/master
Fixed animation playReverse with yoyo flag
2018-09-01 17:45:31 +01:00
Shukizu
96c7a4830c fixed playReverse with repeat bigger than 1 #3837 2018-09-01 12:40:26 -03:00
Shukizu
a1bb80997e fixed play in yoyo mode, bug found by @Ben-Millions #3837 2018-09-01 10:48:23 -03:00
Richard Davey
2c4f0d0d68 Added missing jsdocs for #3996 2018-09-01 10:19:38 +01:00
Richard Davey
ec412b2d89
Merge pull request #3996 from iamchristopher/feature-polygon-get-points
Adds Polygon.Perimeter and Polygon.GetPoints
2018-09-01 10:17:50 +01:00
Richard Davey
00a31d2d88 Updated docs. Close #3997 2018-09-01 10:14:22 +01:00
iamchristopher
0a96bf356b Added Polygon.GetPoints 2018-08-31 20:30:36 -04:00
iamchristopher
a1335d3cc0 Added Polygon.Perimeter 2018-08-31 20:21:34 -04:00
Richard Davey
0a4fc5b026 Calling setTimeScale on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite. 2018-08-31 18:45:50 +01:00
Richard Davey
55003641d2 Clamp scissor 2018-08-31 18:19:31 +01:00
Richard Davey
b317dc3d30 Set autoResize to true for now. Fix #3928 2018-08-31 18:19:25 +01:00
Richard Davey
0b95ed0478 Fixed scissors when using a small cam with render texture 2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530 Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional) 2018-08-31 14:40:12 +01:00
Richard Davey
5270b463d0 Removed visible check as it's no longer needed 2018-08-31 14:39:38 +01:00
Richard Davey
4794909e44 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-31 13:27:28 +01:00
Richard Davey
ecae9d0503 The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 2018-08-31 13:27:24 +01:00
Dhruv Yadav
0fd6d9d7dc Fixed a trailing spaces issue from the addKey(string) whitespace update 2018-08-30 21:58:54 +05:30
Dhruv Yadav
75319233f2 Styling updates for addKey(string) whitespace fix 2018-08-30 21:53:19 +05:30
Dhruv Yadav
f29892b73f Fixed addKeys(string) whitespace issue 2018-08-30 21:36:36 +05:30
Richard Davey
14d3f6b35c Calling Arcade Physics collide during an update method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 2018-08-29 16:35:13 +01:00
Richard Davey
e4a7977bb9 The Transform Matrix has a new method applyInverse which will take an x/y position and inverse translate it through the current matrix. 2018-08-29 16:11:59 +01:00
Richard Davey
91f7e27ae8 Transform.getWorldTransformMatrix has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 2018-08-29 16:10:48 +01:00
Richard Davey
0c4de357cf The Input Manager has gained a new private property _tempMatrix2. This is used internally in the hitTest checks to avoid constant matrix creation. 2018-08-29 16:08:04 +01:00
Richard Davey
3469ff2cfd Arcade Physics World has gained two new private properties _tempMatrix and _tempMatrix2. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances. 2018-08-29 16:07:07 +01:00
Richard Davey
2c525845be The Arcade Physics Body _tempMatrix property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies. 2018-08-29 16:06:13 +01:00
Richard Davey
5c091f4ff9 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-29 11:57:33 +01:00
Richard Davey
7041bd99ec The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984 2018-08-29 11:57:30 +01:00
Richard Davey
2e421b4349
Merge pull request #3981 from hypertrifle/master
Updated @param notation that cause issues generating docs
2018-08-29 11:18:22 +01:00
spontoreau
e922f378f4
Add CursorKeys type to Phaser.Input.Keyboard namespace 2018-08-26 22:28:21 +02:00
hypertrifle
37da44f9c9
Updated @param notation that cause issues generating docs
there was a double pipe - now there isn't
2018-08-26 12:54:18 +01:00
Richard Davey
cb0eeb3d63 Added default blank frame for custom pipelines #3978 2018-08-24 23:58:27 +01:00
Richard Davey
5eaeb208f6 Preparing for beta4 2018-08-23 19:35:42 +01:00
Richard Davey
a585df3abf DOM Elements moved behind experimental flag for now 2018-08-23 18:11:10 +01:00
Richard Davey
eaeab041ee Added render to texture docs 2018-08-23 18:10:55 +01:00
Richard Davey
618754b411 Moved FB plugin to plugins folder 2018-08-23 18:10:46 +01:00
Richard Davey
7765496b19 Moved FB plugin behind build flag 2018-08-23 18:10:20 +01:00
Richard Davey
1d4b2ed01a Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949 2018-08-23 17:30:27 +01:00
Richard Davey
b25ff9e065 Moved Camera3D to optional plugin
Also included build flag to allow it to be compiled into the standard lib if required (saves a bunch of KB in duplicated classes)
2018-08-23 15:30:21 +01:00
Richard Davey
beb286297c Camera3D Plugin moved out of the main src folder to optional plugin 2018-08-23 13:18:25 +01:00
Richard Davey
f24204ee03 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-23 12:31:59 +01:00
Richard Davey
5443f9cf5a Fixed the way the arc overshoot works. 2018-08-23 12:31:55 +01:00
Richard Davey
51cc10bcb5
Merge pull request #3968 from samme/fix/arcade-world-disable
Fix Arcade.World#disable
2018-08-23 11:40:35 +01:00
Richard Davey
b7c74a0ddf
Merge pull request #3970 from samme/docs/addLight
Correct LightsManager#addLight docs
2018-08-23 11:39:53 +01:00
samme
fb23367c63 Fix Arcade.World#disable
It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
samme
408b2df350 Correct LightsManager#addLight docs
All arguments are optional
2018-08-22 13:07:41 -07:00
samme
b241315fa1 Correct Structs.Set#iterate docs
callbackScope argument is optional
2018-08-22 13:06:50 -07:00
Richard Davey
57758942d1 Account for trim in pixel perfect hit tests. Fix #3938 2018-08-22 17:11:20 +01:00
Richard Davey
144cfaff8f Previously the Input Manager would create a Touch handler unless the Game Config had input.touch set to false (the default was true). If no such property is set, it no longer defaults to true and instead is set to whatever Device.input.touch returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two. 2018-08-22 17:01:21 +01:00
Richard Davey
f3b35f0466 lint fix 2018-08-22 16:14:40 +01:00
Richard Davey
da64e41b2f Fixed Matter require call freaking out webpack 2018-08-22 15:54:00 +01:00
Richard Davey
5bf8fba1de Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-22 15:43:13 +01:00
Richard Davey
dc868f8368 You can now resize SVG files during load, before they are rendered to textures.
Also added scale support and fixed some viewBox settings (#3941)
2018-08-22 15:43:09 +01:00
Richard Davey
e99dfef136 Docs fixes 2018-08-22 15:42:39 +01:00
TadejZupancic
1fa16f00df
RenderTexture: Texture is always destroyed (canvas)
Forgot to check the flag for canvas renderer.
2018-08-22 15:57:57 +02:00
Richard Davey
bd40360dbc
Merge pull request #3941 from ysraelJMM/master
Resizing of the SVG in the preload
2018-08-22 14:18:40 +01:00
Richard Davey
65fb366ecd Matter updated to 0.14.2. Fix #3929 2018-08-22 14:01:35 +01:00
YsraelJMM
b8371eba7b
SVG rezise preload. svgConfig object
svgConfig, 
contains the width and height. Change zise.
2018-08-21 20:01:38 -05:00
Richard Davey
0dccc3a510 Updated jsdocs. Fix #3849 2018-08-21 23:48:03 +01:00
Richard Davey
2dfe321d67 The getPixelAlpha and getPixel methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 2018-08-21 23:25:08 +01:00
Richard Davey
198f353c9a The default Container Blend Mode is now SKIP_TEST. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 2018-08-21 22:07:35 +01:00
Richard Davey
01290afda9 A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method. 2018-08-21 21:54:38 +01:00
Richard Davey
502b66bcac lint fix 2018-08-21 18:13:53 +01:00
Richard Davey
f8b3fcf539 Cull Tiles now needs a render order for the layer data. 2018-08-21 18:02:00 +01:00
Richard Davey
838cdfc418 Added renderOrder property, setRenderOrder method and updated upload to use the setting. 2018-08-21 18:01:47 +01:00
Richard Davey
cc5bf41b25 Added renderOrder property and setRenderOrder method. 2018-08-21 18:01:33 +01:00
Richard Davey
b0888d2762 Added renderOrder property, setRenderOrder and apply them during layer creation. 2018-08-21 17:59:28 +01:00
Richard Davey
a7847e9cb9 Added renderOrder property. 2018-08-21 17:55:40 +01:00
Richard Davey
a462250cd9 Now extracts the renderorder property from the Tiled JSON 2018-08-21 17:54:49 +01:00
Richard Davey
a98b3c3b15 In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951 2018-08-21 15:55:39 +01:00
Richard Davey
36dd7ae405
Merge pull request #3819 from samme/feature/createFromObjects
Copy custom properties in createFromObjects()
2018-08-21 15:38:48 +01:00
TadejZupancic
bff7f99fe1
Update RenderTexture.js 2018-08-21 15:40:10 +02:00
TadejZupancic
50a3555cad
RenderTexture: Texture is always destroyed
Texture is now destroyed only if it was not saved to the TextureManager, so it can be reused.
2018-08-21 15:32:10 +02:00
Richard Davey
3cc17f5c97 The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND) and don't provide a seed for it 2018-08-21 14:06:41 +01:00
Richard Davey
8d1caff0a4 Updated argument name 2018-08-21 02:29:54 +01:00
Richard Davey
0eef6f1bb9 Updated scroll factor docs to clarify impact on physics bodies #3810 2018-08-20 19:19:53 +01:00
Richard Davey
f6e25ebfd1
Merge pull request #3850 from polarstoat/animation-docs-fix
Add AnimationManager.generateFrameNumbers documentation
2018-08-20 18:31:35 +01:00
Richard Davey
6efb88b24b
Merge pull request #3900 from thejonanshow/upgrade_konami_code
Correct Konami code in createCombo documentation.
2018-08-20 18:30:18 +01:00
Richard Davey
817dd94d73
Merge pull request #3916 from ampled/gameconfig-jsdoc
Typedefs for nested GameConfig-objects
2018-08-20 18:27:06 +01:00
Richard Davey
28b1f0cfe6
Merge pull request #3926 from Mursaat/arcade-squared-dist
Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js)
2018-08-20 18:26:21 +01:00
Richard Davey
4faa0ed228
Merge pull request #3942 from goldfire/small-pre-render-optimize
Don't set gl.clearColor when no clearBeforeRender
2018-08-20 18:22:21 +01:00
Richard Davey
e71d72ec66
Merge pull request #3927 from TadejZupancic/patch-11
Wrong bounds/displayOrigin on BitmapText text change
2018-08-20 18:21:15 +01:00
Richard Davey
27c3cc30ac Previously, changing a Text object by setting its text property directly wouldn't change the text being rendered as using setText was the expected way to change what was being displayed. Internally the text property has been renamed to _text and flagged as private, and a new getter / setter for text has been added, which hands over to the setText method, meaning you can now use both ways of setting the text. Fix #3919 2018-08-20 17:41:05 +01:00
Richard Davey
54dbdce1c7 Now calls the correct frame resize method. Fix #3913 2018-08-20 17:06:06 +01:00
Richard Davey
5da3c811f2 Updated beta 2018-08-20 17:04:59 +01:00
rootasjey
e2c505554a Fix JSDoc in Tilemap 2018-08-20 13:20:23 +02:00
Richard Davey
224d587928
Merge pull request #3907 from iamchristopher/feature-data-manager-changedata-prev-val
Emit previous value with DataManager's `changedata` event
2018-08-18 16:06:47 +01:00
Richard Davey
eb220df3f6
Merge pull request #3947 from padme-amidala/bugfix/3946-fix-export-for-canvas
Fixed an issue where module exports are not named correct for CanvasInterpolation and CanvasPool
2018-08-18 16:04:37 +01:00
Richard Davey
7918f0991d
Merge pull request #3937 from goldfire/goldfire-patch-1
Use correct frame name in pixel perfect hit test
2018-08-18 16:03:07 +01:00
Andre Hofmeister
68900651bf Fixed an issue where module exports are not named correct for CanvasInterpolation and CanvasPool #3946. 2018-08-18 13:30:16 +02:00
YsraelJMM
081f4188df
Resize SVG in the preload.
The third time's the charm.
this.load.svg (key, src, {width: number, height: number}).
2018-08-17 14:24:31 -05:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
YsraelJMM
fb414129f8
Resizing SVG in the preload (2)
this.load.svg(key, src, {width: number, height: number});
example: https://www.youtube.com/watch?v=Kd7pNjY-FLk
2018-08-17 13:50:23 -05:00
YsraelJMM
1816e529e1
Resizing of the SVG in the preload
One of the main qualities of SVG images, is its scalability, not being able to use this, is to reduce it to be a bit more image. An SVG file has an XML format, so it can be modified with the DOM.
In order to collaborate, I have put the option to modify the parameters of the SVG and in this way make it adaptable.
The modification gives the option of being able to choose the size in the preload to which you want to have the image before rasterizing it; And so avoid the subsequent scaling that will not have the same quality.
You can see the example here: 
https://www.youtube.com/watch?v=Kd7pNjY-FLk
tested in version 3.11 It does not interfere with the original code.
2018-08-17 12:37:35 -05:00
Chris Andrew
f46bd2cacd Fixed documentation for a Vector2 constructor parameter and its ZERO constant. 2018-08-17 00:18:26 +01:00
James Simpson
e4ccc8ec2d
Use correct frame name in pixel perfect hit test
`gameObject.frame.key` doesn't exist and was passing an undefined value to `getPixelAlpha`. This just changes it to the correct `gameObject.frame.name` value.
2018-08-16 12:23:10 -05:00
TadejZupancic
7992924aae
Wrong bounds/displayTextOrigin on BitmapText text change
updateDisplayOrigin needs current width and height, which are not recalculated if the _dirty is not set to true.
2018-08-14 12:15:59 +02:00
Aurélien DUSSAUGE
b14d920581 Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js) 2018-08-13 21:59:58 +02:00
Eirik S Korsnes
fe748e9dc7 - wrote dot-notated config properties as seperate typedefs
- add some missing properties
2018-08-12 12:19:48 +02:00
iamchristopher
9ef5fde70e Added previous value when changing value 2018-08-09 15:28:56 -04:00
Richard Davey
4bdb0de312 The Arcade Physics Body.speed property is now set whenever you set the velocity via setVelocity or setVelocityX or setVelocityY which stops the body velocity being reset to zero if useDamping is enabled. Fix #3888 2018-08-08 17:31:22 +01:00
Richard Davey
fe2ddcf934 Updated jsdocs 2018-08-08 17:03:08 +01:00
Richard Davey
764de08ff4 Camera.ignore can now take nested-arrays of Game Objects and also supports both Groups and Containers. 2018-08-08 16:46:14 +01:00
Richard Davey
84ef115c67 Remove un-used code 2018-08-08 15:01:41 +01:00
Richard Davey
25268d2a40 Recalc size on content change. 2018-08-08 15:01:29 +01:00
Richard Davey
353b7b5edd RenderTexture destroy working. Fix #3901 2018-08-08 13:56:43 +01:00
Richard Davey
66afe973af Trying mixins 2018-08-08 01:33:55 +01:00
Jonan Scheffler
7c525b00fa Correct Konami code in createCombo documentation. 2018-08-07 14:25:48 -07:00
Christian Freitag
1909d73a0e - Added initial type definitions for plugins property within game object 2018-08-07 21:38:28 +02:00
Richard Davey
3a4bfa679b Added experimental Camera to Render Texture 2018-08-07 16:27:21 +01:00
Richard Davey
65d81ec426 Formatting 2018-08-07 16:26:22 +01:00
Richard Davey
50baa268e3 addBase64 will return intance for chaining 2018-08-07 16:26:15 +01:00
Richard Davey
8573e60273 No config, no update 2018-08-07 16:25:55 +01:00
Richard Davey
8a9cfdf83b Added properties and methods to Scale Manager ready for integration 2018-08-07 16:25:45 +01:00
Richard Davey
9f98b4c438 Moved to beta 2 2018-08-07 11:20:00 +01:00
Richard Davey
2d91d4a26b You can now access the Game instance directly from a Scene using this.game 2018-08-07 11:19:20 +01:00
Richard Davey
80dcb601c7 Added bots methods 2018-08-07 04:32:26 +01:00
Richard Davey
9399f32de0 FB API calls complete 2018-08-07 03:16:48 +01:00
Richard Davey
a499345369 Leaderboard objects added 2018-08-07 01:25:32 +01:00
Richard Davey
d415e2ff7f Updated FB Plugin 2018-08-07 00:54:34 +01:00
Richard Davey
fcf5d20d7b Disable culling if layer has non-1 scroll factor #3893 2018-08-06 22:22:32 +01:00
Richard Davey
d45c1c9d97 Updating FB API 2018-08-06 17:48:58 +01:00
Richard Davey
f9e498353d Fixed lack of TempMatrix for Graphics generateTexture 2018-08-06 16:19:30 +01:00
Richard Davey
faeed47b5e eslint fixes 2018-08-06 15:32:08 +01:00
Richard Davey
e3f5590fc3 Use var to cut down on bytes 2018-08-06 15:29:36 +01:00
Richard Davey
26cc84522d The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:29:27 +01:00
Richard Davey
fbb67ac201 The CanvasRenderer.DrawImage function has been removed, as has the associated drawImage property from the Canvas Renderer as they're no longer used. 2018-08-06 15:24:51 +01:00
Richard Davey
702e738ffc When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels value to clamp the tile coordinates. 2018-08-06 14:16:36 +01:00
Richard Davey
50821c29ac Updated jsdocs 2018-08-06 13:45:56 +01:00
Richard Davey
cb6a6d2394 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-06 13:31:31 +01:00
Richard Davey
86965c28e4 The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893 2018-08-06 13:31:27 +01:00
Richard Davey
e1f554b119
Merge pull request #3894 from mikewesthad/fix-collision-end-triggering-multiple-times
Fix `collisionEnd` triggering many times in Phaser's Matter.js copy
2018-08-06 11:48:31 +01:00
Richard Davey
7eda747230
Merge pull request #3891 from FelixNemis/retrofont-line-spacing
Add lineSpacing option to RetroFont Config
2018-08-06 11:46:05 +01:00
Michael Hadley
7675615b70 Update matter copy with bug fix from liabru/matter-js@4e04043fe0 2018-08-05 21:29:49 -05:00
Richard Davey
41c9f8b1e1 Docs update 2018-08-06 00:41:34 +01:00
Charles Burnham
6a1c677677 Add lineSpacing option to RetroFont Config 2018-08-04 12:52:27 -05:00
Richard Davey
9675c269e6 Split Camera up into BaseCamera, which Camera now extends. 2018-08-04 13:05:41 +01:00
Richard Davey
4deb8e49ad eslint fixes 2018-08-03 19:37:42 +01:00
Richard Davey
6027e9ca5a Render Textures can now be cropped. Added missing jsdocs. 2018-08-03 19:30:55 +01:00
Richard Davey
d5c558b8e4 Render Texture now uses unified drawing functions 2018-08-03 19:17:39 +01:00
Richard Davey
82251cd85b Removed Matrix Stack. No longer needed. 2018-08-03 19:17:12 +01:00
Richard Davey
2ab24c49c4 Tile Sprites updated to use new internal canvas and support crop 2018-08-03 19:14:06 +01:00
Richard Davey
e91d95e107 Text updated to use proper texture frame and now supports crop 2018-08-03 19:07:12 +01:00
Richard Davey
177e47cb84 The Texture Manager has a new method called renameTexture which will let you rename a texture, changing the key to the new one given. All existing Game Objects will still maintain their reference, even after a rename. 2018-08-03 19:03:52 +01:00
Richard Davey
708a857a26 SetTransform is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes. 2018-08-03 19:02:43 +01:00
Richard Davey
8ed749bcb1 Removed old scissor code 2018-08-03 18:57:03 +01:00
Richard Davey
ae46e11e35 Skip processing if no tiles 2018-08-03 18:56:52 +01:00
Richard Davey
e8e32ecf2c Swap look-up for direct reference 2018-08-03 18:56:12 +01:00
Richard Davey
0a35275c1a TransformMatrix.setToContext is a new method that will set the values from the Matrix to the given Canvas Rendering Context using setTransform rather than transform. 2018-08-03 18:55:33 +01:00
Richard Davey
22bc6d2a86 The batchTexture method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly. 2018-08-03 18:54:48 +01:00
Richard Davey
ca68904953 The Canvas Renderer has a new batchSprite method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers. 2018-08-03 18:53:50 +01:00
Richard Davey
921cc738d9 Render Textures now use the frame source to store the glTexture in, not locally. 2018-08-03 18:51:07 +01:00
Richard Davey
c98f5edc23 Added resetCropObject method to cut down on duplicate code. 2018-08-03 18:50:36 +01:00
Richard Davey
b65cf0647b New Crop Game Object component. 2018-08-03 18:49:10 +01:00
Richard Davey
8c842f67de Phaser.Utils.String.UUID will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well. 2018-08-03 18:47:27 +01:00
Richard Davey
fc0dc13930 Removed use of currentBlendMode and currentAlpha 2018-08-03 01:53:51 +01:00
Richard Davey
9f44896a3f The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list. 2018-08-03 01:29:18 +01:00
Richard Davey
e0918df6b0 Canvas particle renderer now using same matrix math as webgl 2018-08-03 01:04:46 +01:00
Richard Davey
0a035353fa lint fix 2018-08-03 01:04:25 +01:00
Richard Davey
70b234952a Updated the canvas tilemap layer renderers to support parent matrix and tidied up the internal flow 2018-08-03 00:50:45 +01:00
Richard Davey
6ef7033b44 Added in parent matrix support and refactored the drawing 2018-08-03 00:42:27 +01:00
Richard Davey
31421ee00a The CullTiles updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled. 2018-08-03 00:40:56 +01:00
Richard Davey
1b5f084640 Added jsdoc 2018-08-03 00:34:21 +01:00
Richard Davey
eff01adbc9 Added divide argument to the Snap methods. 2018-08-03 00:34:11 +01:00
Richard Davey
318cc87e59 Use proper matrix for static layer, so we can do fun things with Render Textures 2018-08-02 22:15:08 +01:00
Richard Davey
8135b687fb Added all the missing cull methods and properties into the Static Tilemap Layer, which is used by the Canvas Renderer 2018-08-02 22:14:51 +01:00
Richard Davey
f1d3412c38 Corrected data types 2018-08-02 22:14:32 +01:00
Richard Davey
66f6f9abc1 Removed un-used matrix 2018-08-02 22:14:23 +01:00
Richard Davey
0967bfcab4 Should use currentContext, not gameContext 2018-08-02 17:59:30 +01:00
Richard Davey
217bfd2343 Sorting out frame access 2018-08-02 17:59:19 +01:00
Richard Davey
96509e4ca4 Tidying p 2018-08-02 17:59:11 +01:00
Richard Davey
2a8dbb0c42 Removed un-used vars 2018-08-02 17:33:01 +01:00
Richard Davey
9ccb594958 Fixed Graphics Canvas Renderer so it uses the matrix values properly. 2018-08-02 17:24:29 +01:00
Richard Davey
c4c8b9e6ea Added copyToContext method 2018-08-02 17:23:52 +01:00
Richard Davey
674fc487ec Added missing commands 2018-08-02 17:03:41 +01:00
Richard Davey
20b74e746a Fixed parent order 2018-08-02 16:19:14 +01:00
Richard Davey
2a66e01577 Added source property so we can purge TSs based on origin 2018-08-02 16:16:46 +01:00
Richard Davey
7965c7aae4 Removed un-needed files. 2018-08-02 15:59:29 +01:00
Richard Davey
51163e6d4e If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time. 2018-08-02 15:58:36 +01:00
Richard Davey
b83c8cf513 Merged all the functions into the single class and tidied up the naming. 2018-08-02 14:58:09 +01:00
Richard Davey
286f36cd1e Added ability for the Canvas Renderer to change context. 2018-08-02 14:57:37 +01:00
Richard Davey
122e6cab8a Fixed frame var 2018-08-02 12:35:26 +01:00
Richard Davey
affe47714f Render Textures can now save themselves to the Texture Manager. 2018-08-02 12:35:17 +01:00
Richard Davey
7566236d9b Added isRenderTexture property. 2018-08-02 12:34:57 +01:00
Richard Davey
261cb79d0d Added addRenderTexture method. 2018-08-02 12:34:01 +01:00
Richard Davey
3efc800bf7 Use global string to cut down on size a little. 2018-08-02 12:33:48 +01:00
Richard Davey
72d54dd1ac Only clear if dirty. Only render children is visible. 2018-08-01 20:25:55 +01:00
Richard Davey
c9e0963696 Added dirty fag 2018-08-01 20:25:40 +01:00
Richard Davey
a11b059531 Draw a whole Scene now! 2018-08-01 18:28:14 +01:00
Richard Davey
c9efa21cfd Added getChildren to keep inline with Group 2018-08-01 18:28:06 +01:00
Richard Davey
9bc71dc676 New handler so RenderTextures can draw any game object, group or container 2018-08-01 18:02:21 +01:00
Richard Davey
56a0b3b3bf Expose more functions (until we tidy this up) 2018-08-01 18:02:05 +01:00
Richard Davey
86b829efa6 Blank the texture after drawing 2018-08-01 18:01:54 +01:00