Commit graph

971 commits

Author SHA1 Message Date
samme
ae5182be7d Default Phaser.Core.Config#audio; and refactor 2020-09-10 09:22:44 -07:00
Richard Davey
477b847f13 Config.render.maxTextures is a new game config setting that allows you to control how many texture units will be used in WebGL. 2020-07-15 16:51:40 +01:00
Richard Davey
85e6c229b3 Updated docs for #5191 2020-07-13 12:51:36 +01:00
Richard Davey
8c977bc391
Merge pull request #5127 from samme/fix/TimeStep-wake
Fix TimeStep#wake() when running
2020-07-13 11:52:10 +01:00
Adam Moore
341bc9b9d8
update docs for pixelArt to be more specific
For pixel art, we want the aliasing, so anti-aliasing should be off, or false.
2020-05-20 17:25:50 -07:00
samme
f8376c83bb Fix wake() when running
Should not sleep
2020-04-29 09:39:22 -07:00
Richard Davey
b14b60516a Fixed duplicate event introduced in #5038 2020-04-27 11:53:08 +01:00
halilcakar
43f26ad31f Update JSDocs for events 2020-03-10 11:11:43 +03:00
Richard Davey
20fabba0b9 Impact Physics is now removed from the core API 2020-02-04 14:52:04 +00:00
Richard Davey
0d263be52a Config.loaderWithCredentials is the new global setting for XHRSettings.withCredentials. 2020-01-22 16:30:11 +00:00
Richard Davey
ff65e69cd1 Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
Richard Davey
1eec78375a Removed old comments 2020-01-07 12:39:38 +00:00
Richard Davey
d995cff36f
Merge pull request #4885 from rexrainbow/bug/game.destroy()
Fix bug of game.destroy()
2019-12-18 14:33:03 +00:00
Richard Davey
32b46b8e20 TimeStep.smoothStep is a new boolean property that controls if any delta smoothing takes place during the game step. Delta smoothing has been enabled in Phaser since the first version and helps avoid delta spikes and dips, especially after loss of focus. However, you can now easily toggle if this happens via this property and the corresponding FPSConfig property. 2019-12-17 13:04:50 +00:00
Hua
3010c005dc Fix bug of game.destroy() 2019-11-27 11:09:12 +08:00
Richard Davey
ffabf069e0 Added mipmapFilter to game config 2019-11-19 13:00:37 +00:00
Richard Davey
e5f93738ca
Merge pull request #4807 from jcyuan/master
fix TS issues and fix the condition to check video support.
2019-11-19 10:49:09 +00:00
Richard Davey
cc6cec5c83 Added in forceSetTimeout fps value (#4179) 2019-11-18 16:23:29 +00:00
J.C
9507ec7591 fix ts error, and update the output file. 2019-10-16 13:39:06 +08:00
samme
bc55428c49 Check pendingDestroy in headlessStep()
Fixes #4804
2019-10-15 12:00:44 -07:00
Richard Davey
e3039ffb64 Added antialiasGL option 2019-08-29 11:46:58 +01:00
Richard Davey
ca74b85b75 Better Sound Manager type 2019-08-07 18:20:19 +01:00
Richard Davey
b5662db113 New context lost / restored events 2019-07-15 15:28:23 +01:00
Richard Davey
12bcda98a6 Added support for a desynchronized context and alpha support in 2D 2019-06-04 19:13:49 +01:00
Richard Davey
d82b46c4d2 Updates TS Parser to handle Function[]
Fix #4522
2019-06-04 18:14:58 +01:00
Richard Davey
7aa3b3b07b TimeStep.now is a new property that holds the exact performance.now value, as set at the start of the current game step. Also, completed jsdocs. 2019-05-24 15:27:45 +01:00
Richard Davey
b86d737e2e Game.getTime would return NaN because it incorrectly accessed the time value from the TimeStep. 2019-05-24 15:27:33 +01:00
Richard Davey
ec5f3d3a33 The TimeStep.step method no longer uses the time value passed to the raf callback, as it's not actually the current point in time, but rather the time that the main thread began at. Which doesn't help if we're comparing it to event timestamps. 2019-05-24 14:40:11 +01:00
Richard Davey
22d6ec1e36 Removed inputQueue config option 2019-05-23 17:17:54 +01:00
Richard Davey
ee6506af8c The TimeStep will no longer set its frame property to zero in the resetDelta method. Instead, this property is incremented every step, no matter what, giving an accurate indication of exactly which frame something happened on internally. 2019-05-23 16:10:22 +01:00
Richard Davey
c91ed91ce3 License link update 2019-05-10 16:15:04 +01:00
Richard Davey
a6341a97a8 Fixed Types references 2019-05-09 15:32:53 +01:00
Richard Davey
1dca2c2c8a Scenes Types 2019-05-09 12:37:37 +01:00
Richard Davey
490dd62f2b Impact Types 2019-05-09 12:34:05 +01:00
Richard Davey
fbe2470f99 Arcade Physics Types 2019-05-09 12:33:37 +01:00
Richard Davey
a269816129 Core Types 2019-05-09 11:50:26 +01:00
Richard Davey
e0a9980fda Updated docs 2019-04-30 17:11:26 +01:00
Richard Davey
3c655bff3e Improved jsdocs 2019-04-30 11:08:34 +01:00
Richard Davey
813429d8dc Added getDuration and getDurationMS 2019-04-26 19:13:12 +01:00
Richard Davey
a47019b415 Keep the property but set to null by default. 2019-04-24 12:54:48 +01:00
Richard Davey
61921525f1 There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files. 2019-04-24 12:23:21 +01:00
Richard Davey
8c55844f6c
Merge pull request #4469 from samme/docs/scenes
Docs for scene config and optional scene methods
2019-04-16 13:24:49 +01:00
samme
f9797d0ed0 Add Phaser.Scenes.Types.CreateSceneFromObjectConfig 2019-04-10 12:43:44 -07:00
Richard Davey
950fc79e2e Took DOM Element out of experimental and hooked to the Scale Manager 2019-04-09 23:28:40 +01:00
samme
c83521ddae Fix GameConfig link 2019-04-09 13:01:38 -07:00
Bogdan Sikora
6e1db82a96 Transparent type added GameConfig 2019-03-09 16:05:36 +01:00
Richard Davey
9bfd1e28b0 Added missing audio config property 2019-02-24 22:12:11 +00:00
Richard Davey
341e78ce0d Added touch Window handlers and remove handlers 2019-02-22 02:26:52 +00:00
Richard Davey
c90ae09f9f Added window specific handlers
And game config option:

```
    input: {
        windowEvents: false
    },
```
2019-02-22 02:11:13 +00:00
Richard Davey
fd629fe783 Adding callback typedefs 2019-02-13 16:32:27 +00:00
Richard Davey
b4dbfea0a1 Impact typedefs 2019-02-13 15:05:16 +00:00
Richard Davey
3bb73c5664 Fixed Group defs and completed Arcade Physics defs 2019-02-13 14:45:36 +00:00
Richard Davey
f62ec4a739 Config typedefs done 2019-02-13 12:58:04 +00:00
Richard Davey
ccaae460a4 Added jsdoc version numbers to each event 2019-02-12 11:37:58 +00:00
Richard Davey
17d56bd8ac Moved jsdoc comment to stop weird TS module generation 2019-02-08 13:08:32 +00:00
Richard Davey
60542a25cc Numerous jsdoc and TS related fixes 2019-02-04 17:16:08 +00:00
Richard Davey
4d4f500629 Improved typedefs 2019-01-31 11:12:00 +00:00
Richard Davey
21c06668fb jsdoc fix 2019-01-29 23:21:24 +00:00
Richard Davey
cb7b335d7f Moved ScaleManager to its own namespace (Phaser.Scale) and out of DOM 2019-01-29 15:42:27 +00:00
Richard Davey
4182228e5a Updated DOM Container reference 2019-01-29 15:18:04 +00:00
Richard Davey
a9db477718 Moved to dom folder 2019-01-29 15:17:52 +00:00
Richard Davey
8d5a1fbd11 pixelArt if zoom !== 1 2019-01-29 15:17:41 +00:00
Richard Davey
f4e152747e Clarified parent setting in game config 2019-01-23 17:03:21 +00:00
Richard Davey
00e2f9a491 Added Input Queue flag. 2019-01-23 15:51:56 +00:00
Richard Davey
a75540a6c0 Updated docs. 2019-01-23 00:11:44 +00:00
Richard Davey
f8d624c639 Removed property access 2019-01-22 16:28:54 +00:00
Richard Davey
20c768e1af Missed a console log 2019-01-18 13:42:49 +00:00
Richard Davey
bc962c25dc All listeners use the new Events 2019-01-18 13:41:43 +00:00
Richard Davey
25c1a5fe74 Added Texture Manager Events and moved 'ready' responsibility to it 2019-01-17 11:54:41 +00:00
Richard Davey
95dde9a320 Finished the Game events 2019-01-15 16:27:32 +00:00
Richard Davey
aa341854c7 Happy New Year 2019-01-15 16:20:22 +00:00
Richard Davey
e882218fc4 Renamed boot to core and updated events accordingly 2019-01-15 16:17:04 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
89885dcb7c Refactored the Input Manager. 2016-11-10 00:10:39 +00:00
photonstorm
519c121a52 Updated the way the State Config works. 2016-11-09 14:52:53 +00:00
Richard Davey
48f90fec34 Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object. 2016-11-08 01:50:57 +00:00
photonstorm
b3c2ddb420 Pre-crash salvage. 2016-11-07 17:05:14 +00:00
Richard Davey
4b42972a9b Comment out some parts that don't work yet. 2016-11-07 00:33:42 +00:00
Richard Davey
89a737a620 State Manager holds all given states until booted before creating them. 2016-11-04 05:41:00 +00:00
Richard Davey
f9745bbce3 States now own a Loader instance, rather than it being a Phaser global. 2016-11-04 03:21:04 +00:00
Richard Davey
a366ef8f3c New State Manager up and running. 2016-11-04 02:08:17 +00:00
Richard Davey
dd34e4033a Brand new State class. 2016-11-03 22:26:52 +00:00
Richard Davey
2dd7e68707 Extends the Factory. 2016-11-03 22:26:28 +00:00
Richard Davey
03b651f79f Loads of tweaks re: Transform inheritance. 2016-11-01 00:31:45 +00:00
photonstorm
fd3898742f Added ability to toggle multi-texture support at run-time. 2016-10-25 16:44:23 +01:00
photonstorm
64cd88f7b4 Trying out flash effect. 2016-10-19 17:17:26 +01:00
photonstorm
18b12dfc3e Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components. 2016-10-18 17:03:25 +01:00
Richard Davey
c39c97f9d8 Starting to split up. 2016-10-17 21:22:55 +01:00
photonstorm
15fbd0962d Renamed to Update Manager. 2016-10-14 08:58:12 +01:00
photonstorm
9f07eb176b StateManager no longer saves and resets the context around a Canvas state render function. 2016-10-14 06:30:44 +01:00
photonstorm
e06b900a61 Removed antialias, transparent and physicsConfig arguments from the Game constructor. 2016-10-14 06:30:07 +01:00
photonstorm
60d348c464 Implemented a Dirty Transform Manager. Testing it out, but so far, so good. 2016-10-14 04:09:07 +01:00
photonstorm
26711241ac Disabled access to World and Camera for now. 2016-10-14 02:20:35 +01:00
photonstorm
d0cb0f2457 Commented out World and Camera for now. 2016-10-14 02:19:10 +01:00
Richard Davey
d6bb27f51c Disabled the Debug class. 2016-10-13 01:54:01 +01:00
Richard Davey
70729234e8 Added the Texture Manager into the core systems list. 2016-10-10 23:39:52 +01:00
Richard Davey
0af16817a5 Refactored GameObjects to GameObject. 2016-10-09 22:27:58 +01:00
Richard Davey
d137d3e989 Swapped over to using the new Factory. 2016-10-08 16:31:08 +01:00
Richard Davey
729020477a New Game Objects structure in place, and starting to take shape.
Moved BitmapData and RenderTexture into the textures folder for now.

All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.

New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
5b4280d694 Removed the matrix. 2016-10-07 03:34:42 +01:00
Richard Davey
0abf9d958d Updated scaleMode global. 2016-10-07 03:22:59 +01:00
Richard Davey
4cd0e833d5 Sorted out the mixin needed for the Canvas renderer. 2016-10-05 01:09:23 +01:00
Richard Davey
28eb7a5f40 Adding in more renderer game objects. 2016-10-04 22:36:07 +01:00
photonstorm
03f67a2677 Refactored WebGL renderer working for Sprites and Containers. 2016-10-04 15:39:54 +01:00
photonstorm
1da95994a5 First pass of the newly re-structured Canvas Renderer (still using old texture system though). 2016-10-03 12:44:54 +01:00
photonstorm
f993769336 Lots of work on the new Texture classes. 2016-09-29 16:10:22 +01:00
Richard Davey
2590e67e2b First pass at the new consolidated Texture classes. Ultimately these will replace PIXI.BaseTexture, PIXI.Texture and Phaser.Frame. Objects will grab frame references, rather than creating their own Texture objects all the time. 2016-09-29 04:21:12 +01:00
Richard Davey
e47a7741c3 Modified showDebugHeader so it works on Chrome, FF and Safari. Updated colors and text. Removed the easter egg. 2016-09-29 02:48:48 +01:00
Richard Davey
5cb7cc8e92 Start of the new Children component. 2016-09-29 02:29:56 +01:00
photonstorm
c836d4bfbd PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
a8d1bbcfdc PIXI.AbstractFilter has been merged into the Phaser.Filter class.All references to PIXI.AbstractFilter have been updated to use Phaser.Filter instead. 2016-09-28 14:30:15 +01:00
Richard Davey
811c347cc3 Camera.fade has a new argument alpha to control the alpha level of the effect (thanks @rgk #2493)
Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493)
2016-09-27 01:07:40 +01:00
Kevin Albertson
a512763508 Fixed fixedToCamera update for Group. 2016-09-25 22:39:59 -04:00
Richard Davey
b0ce81bec0 Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI, or you can pass the property multiTexture: true in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
Richard Davey
f990e632f1 Tidying-up code style. 2016-09-07 23:23:47 +01:00
samme
b67073c62d Test for camera.fx before resetting 2016-09-04 11:18:08 -07:00
photonstorm
ad0e4aca2e Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
Filip Nedyalkov
64a02ddef4 fixed top, bottom, left, right, centerX and centerY to use the updated getBounds and compute their values depending on the parent local coordinate space. I think this is better than using the global getBounds and a lot more convenient because it makes total sense x and centerX for example to be from the same coordinate space and also with this change now these values would be working when the group is a top level display object and also when it is parented by something else. So this loosens the global only getBounds restriction. Also it doesn't really makes sense to align objects with totally different parents but if that is the case separate calculations could be made. 2016-08-02 17:47:35 +03:00
Richard Davey
02d078500c Merge pull request #2656 from leopoldobrines7/documentHidden-compatibility
Check if hidden is available first
2016-07-23 12:09:00 +01:00
Richard Davey
79e135087f ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use. 2016-07-21 02:11:16 +01:00
Leopoldo Brines
1e7cd986ee Check if hidden is available first 2016-07-20 20:04:25 -04:00
Richard Davey
60b8d78ab8 Group.align updates. 2016-07-20 12:29:30 +01:00
Dave Eargle
209b588f8b fix documentation for group.align -- row and column were swapped 2016-07-18 20:39:32 -04:00
Richard Davey
4548d70369 Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278 Experimenting with new MainLoop + position interpolation. 2016-07-12 03:05:29 +01:00
photonstorm
9b4bb1bdd8 Group.getRandomExists will return a random child from the Group that has exists set to true.
Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.

Group.iterate has a new `returnType`: `RETURN_ALL`. This allows you to return all children that pass the iteration test in an array.
2016-07-11 17:05:42 +01:00
photonstorm
1467eb48cf A Group with inputEnableChildren set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously. 2016-07-11 14:17:51 +01:00
Richard Davey
0014201917 Groups now have the following properties, which are getters and setters: centerX, centerY, left, right, top and bottom. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.

Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Mike Headley
fca0a625b0 Distance comparison opposite of intended. Fixing so it will save the smaller distance instead of the greater. 2016-06-21 22:20:27 -07:00
Richard Davey
2bd4f68ea0 Small tweaks to #2577 and TS defs. 2016-06-21 22:18:09 +01:00
Mike Headley
48616c8854 Replacing lost Group.getClosestTo documentation lines. 2016-06-20 14:26:30 -07:00
Mike Headley
2e91588f87 Refactored original getClosestTo and getFurthestFrom functions to include optional filter callback. Removed the getClosestToFilter and getFurthestFromFilter. 2016-06-20 14:07:12 -07:00
Mike Headley
ad0f31be8d Added Group.getClosestToFilter() and Group.getFurthestFromFilter() 2016-06-19 10:45:35 -07:00
photonstorm
697a2ae94e Fixed issue in Group.align where the cell wouldn't increase if rows was great than -1 2016-06-17 15:28:39 +01:00
Richard Davey
a9976d2703 Phaser 2.5.0 Release. 2016-06-17 12:46:56 +01:00
photonstorm
4da3b15ae2 Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs. 2016-06-16 17:01:51 +01:00
Richard Davey
853d770764 Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases. 2016-06-16 02:50:24 +01:00
Richard Davey
fc7a3934d2 Group.align working. 2016-06-16 02:28:49 +01:00
Richard Davey
32cf1f1a9c Group.createMultiple can now accept Arrays for both the key and frame arguments. This allows you to create multiple sprites using each key and/or frame in the arrays, which is a great and quick way to build diverse Groups. See the JSDocs for complete details and code examples. 2016-06-15 22:36:23 +01:00
Richard Davey
5415d9b603 Stage and Group postUpdate methods iterate the same way now. 2016-06-09 23:14:24 +01:00
photonstorm
a65f9c7e4b Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.

Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.

Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
458a67251d Fixed input property check. 2016-06-09 15:09:20 +01:00
photonstorm
24f4abe760 Group.add has a new optional argument index which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.

Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.

Group.createMultiple now returns an Array containing references to all of the children that the method created.
2016-06-09 14:58:35 +01:00
photonstorm
e8e7e27184 The DisplayObject.renderOrderID used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderIDs are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
Richard Davey
de3d749385 Farthest swapped for the more common Furthest. 2016-06-05 23:01:00 +01:00
photonstorm
ee6f277b31 PluginManager.remove has a new argument destroy (defaults to true) which will let you optionally called the destroy method of the Plugin being removed. 2016-06-03 15:52:17 +01:00
photonstorm
9ae43757b9 Group.removeAll has a new argument destroyTexture which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487) 2016-06-03 13:11:03 +01:00
Richard Davey
45bd98ee18 Fixed issue with camera target sync. 2016-06-02 23:20:46 +01:00
Richard Davey
645a614326 Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not. 2016-06-02 22:45:31 +01:00
Richard Davey
09d09aaf84 Removed the updateTransform calls from the frame loop, because it happens automatically as part of Game.updateLogic anyway, so was duplicating the workload for no reason. 2016-06-02 22:41:03 +01:00