Richard Davey
9b49655e9c
The method TextureManager.checkKey
will now return false
if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use
2024-05-15 15:37:19 +01:00
David Négrier
0bcc71d469
Fixing DomElement position when camera zoom != 1
...
When the camera zoom is set to any other value than one, if a dom element origin
if set to anything other than 0, the final position of the DOM was incorrect.
I traced this back to the DOMElementCSSRenderer.
After some trial and error, I realized the translation needed to be applied after camera multiplication
and not at the beginning.
With this change, DOMElements are correctly positioned.
2024-05-15 16:25:28 +02:00
Richard Davey
946e82b058
Removed .js from require paths (not needed)
2024-05-15 15:02:31 +01:00
Richard Davey
5d1d379991
Updated version to 3.85.0
2024-05-15 15:02:04 +01:00
Rex
4a064214ba
Set gameSize equal to baseSize
2024-05-15 21:21:22 +08:00
Richard Davey
fc873c0e6d
Remove .js from require path
2024-05-15 00:40:35 +01:00
Jack Le Hamster
cc1329e85d
Revert "Fix bug in all JS files."
...
This reverts commit 0ffec094a1
.
2024-05-14 14:17:03 -07:00
Jack Le Hamster
0ffec094a1
Fix bug in all JS files.
2024-05-14 00:55:03 -07:00
Jack Le Hamster
cde45d8766
Fix null pointer exception:
...
Uncaught TypeError: Cannot set properties of undefined (setting 'controller')
occurring on Windows when adding effects.
2024-05-14 00:24:41 -07:00
lgtome
370cfbb52c
Fix jsdoc and type for parent property
2024-05-09 23:31:10 +03:00
Albert Montagut Casero
b90fc23236
Fix jsdoc in setWordWrapWidth from Text and TextStyle
2024-05-07 10:36:46 +02:00
samme
f01e2764c9
Add BaseSoundManager#isPlaying
2024-05-03 07:39:37 -07:00
samme
252cb41517
Add Phaser.Loader.LoaderPlugin#removePack()
2024-04-26 09:15:55 -07:00
samme
287c1e86af
Add Phaser.Time.Timeline#timeScale
2024-04-25 10:58:44 -07:00
samme
840ff020f8
getPipelineName() is null if pipeline is null
...
Fixes #6799
2024-04-25 09:10:47 -07:00
Robert Kowalski
e337b6e4d1
The default for inputActivePointers works for this condition now
2024-04-22 09:30:00 -04:00
Robert Kowalski
ec98b33757
Consistently check length for each pointer event Fix #6783
2024-04-21 23:57:18 -04:00
Richard Davey
c1c1a0ffa4
If GetURL returns false File.load will now throw a helpful error instead of crashing
2024-04-21 18:41:17 +01:00
samme
fbc7f57c28
Docs: note velocity units
...
Phaser.Physics.Arcade.Components.Velocity
2024-04-17 06:54:31 -07:00
samme
73ff013d95
Throw an error for invalid BitmapText key
2024-04-08 08:56:37 -07:00
Rex
f9cf19f479
displayList might be null
2024-04-08 00:36:59 +08:00
Rex
266c1f411d
Fix bug
2024-04-06 16:24:08 +08:00
Rex
a2702fd795
Add some helper methods for changing rendering order
2024-04-06 09:24:04 +08:00
samme
f7e029ca2d
Improve the audio warnings
2024-04-04 08:40:06 -07:00
samme
e988861f5d
Docs: correct TilemapJSONFile superclass
2024-03-17 18:06:12 -07:00
Robert Kowalski
e1d23b98c0
Spelling fixes
2024-03-05 22:21:42 -05:00
Richard Davey
8acc797b64
Updated documentation and removed Transform component
2024-02-27 15:48:31 +00:00
Richard Davey
6943c9bbca
Reverted a change made in TouchManager
that would prevent clicks from outside the game window from being registered. Fix #6747
2024-02-27 15:36:34 +00:00
Richard Davey
229f9232f4
Modified onMouseUpWindow
and onMouseDownWindow
in the MouseManager
so they now check for sourceCapabilities.firesTouchEvents
and if found, abort registering the event. This new browser event property is designed to prevent you accidentally registering a Mouse Event when a Touch Event has just occurred (see https://developer.mozilla.org/en-US/docs/Web/API/InputDeviceCapabilities/firesTouchEvents ) #6747
2024-02-27 15:36:23 +00:00
Richard Davey
fb47fcf455
Update const.js
2024-02-27 14:59:29 +00:00
Ben Richards
b1806fd721
Remove unsynced flipY
from Shader
and DynamicTexture
textures.
...
This might be causing some issues with context restore,
and seems entirely unnecessary.
2024-02-27 17:29:49 +13:00
Ben Richards
1b77881dd4
Ensure TextureSource.setFlipY
always updates the texture.
...
When it's a Canvas or Video, at least.
2024-02-27 15:17:52 +13:00
Lukas Dachtler
d5b9c684a3
marked updateVelocity as optional parameter
2024-02-26 23:42:20 +01:00
Ben Richards
37ba3510f2
Fix RenderTexture crashing in the presence of a light.
...
More generally, anything with a default/no normal map should be fixed.
2024-02-26 17:45:52 +13:00
Ben Richards
7eede9d236
Standardise texture update in Shader.initSampler2D
.
2024-02-26 16:19:24 +13:00
Ben Richards
cab4bab15e
Eliminate duplicate code in WebGL video handling.
...
This involves a new method, `videoToTexture`.
2024-02-23 19:16:18 +13:00
Ben Richards
9a5b51dd27
Eliminate duplicate code in WebGL texture creation/update.
...
This should make the code lighter and more maintainable.
`UNPACK_FLIP_Y_WEBGL` is now always set, where previously it was allowed
to just remain default (false); this is necessary for the new code path.
`Uint8Array` sources are now allowed to generate MIPMaps.
`WebGLTextureWrapper.update` now checks the type of `pixels`, although
it should only ever be the final case.
2024-02-23 18:43:27 +13:00
Ben Richards
42039a144e
Fix failure to restore compressed textures after WebGL context loss.
2024-02-23 17:55:03 +13:00
Ben Richards
3cd756dbe9
Fix new WebGLTextures remaining bound after creation.
...
This caused an error when calling `Shader.setRenderToTexture()`
after the game started running.
The leftover texture caused a temporary cyclic reference with the new
Framebuffer. The actual rendering pipeline was not affected.
2024-02-22 19:01:03 +13:00
Richard Davey
e0f9e7d1d0
Preparing for v3.90 development
2024-02-21 23:15:21 +00:00
Richard Davey
57b7b09597
Fixed jsdoc
2024-02-21 22:39:29 +00:00
Richard Davey
143d1d9be9
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-21 21:31:54 +00:00
Richard Davey
89afecc597
Swapped to the ComputedSize component, moved metadata handler logic to the new inline setSizeToFrame method
2024-02-21 21:31:51 +00:00
Robert Kowalski
60aa42fec4
Quick cleanup and documentation update
2024-02-21 16:12:29 -05:00
Robert Kowalski
7e848e66fa
Add documentation about fixed frame size on plane animation
2024-02-21 16:07:24 -05:00
Ben Richards
198598882e
Document non-optional texture update flags correctly.
2024-02-22 09:56:17 +13:00
Ben Richards
a0aa09ff31
Fix WebGL errors when updating video textures.
2024-02-22 09:18:12 +13:00
Richard Davey
5a12f2a193
Preparing for v3.80 release
2024-02-21 13:31:13 +00:00
Richard Davey
ff945e1595
Fix merge error
2024-02-21 13:25:08 +00:00
Richard Davey
c445303ffb
Revert define changes as they don't work
2024-02-21 13:23:52 +00:00
Richard Davey
d25d65835a
Update NineSliceRender.js
2024-02-21 12:59:40 +00:00
Richard Davey
509f78ed72
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-21 12:57:55 +00:00
Richard Davey
7aaa976a4e
Updated webpack config DefinePlugin use and corresponding defs to allow those crazy souls who import source directly on node to have a better life #6644
2024-02-21 12:57:48 +00:00
Robert Kowalski
9d155d8dde
Revert "Add bounce event to arcade physics Fix #6406 "
...
This reverts commit 542bac2d02
.
2024-02-21 07:22:57 -05:00
Richard Davey
d70e3f453c
The ArcadePhysics.World.collideSpriteVsTilemapLayer
method has been modified so that the body bounds are now expanded by the size of the scaled base tile in the Tilemap Layer. This fixes an issue where the check would skip over-sized tiles that were outside the bounds of the body. Mostly noticeable on layers that had a different base tile size to the map itself. Fix #4479
2024-02-21 01:11:43 +00:00
Richard Davey
d855fa73d3
The TilemapWebGLRenderer
function has been fixed so it now uses the TileSet width and height for the tile draw command. This fixes an issue where the Tilemap would render incorrectly if the base tile size was different to the tile size. Fix #5988
2024-02-21 00:17:09 +00:00
Richard Davey
c273a1c9af
Handle non-sprite sheets
2024-02-21 00:01:28 +00:00
Richard Davey
862f75089e
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-20 23:56:21 +00:00
Richard Davey
133073a55e
The Tileset.updateTileData
method has two new optional parameters offsetX
and offsetY
which allow you to set the offset that the tile data starts from within the base source texture.
2024-02-20 23:56:14 +00:00
Richard Davey
724ed7ec17
Texture#getFrameBounds
is a new method that will return the bounds that all of the frames of a given Texture Source encompass. This is useful for things like calculating the bounds of a Sprite Sheet embedded within a Texture Atlas.
2024-02-20 23:53:26 +00:00
Richard Davey
085bfa0cac
Use the TextureManager
2024-02-20 23:53:11 +00:00
Richard Davey
4df43d7bed
Math.RectangleLike
is a new typedef that defines a rectangle-like object with public x
, y
, width
and height
properties.
2024-02-20 23:52:54 +00:00
Ben Richards
60176e4b39
Merge remote-tracking branch 'origin/master'
2024-02-21 11:49:15 +13:00
Ben Richards
13d6defb33
Fix rare text sizes failing to render.
...
If initialized at a power-of-two resolution, then resized to a
non-power-of-two resolution, some extra parameters must be updated.
2024-02-21 11:48:59 +13:00
Richard Davey
5d0c50c704
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-20 22:46:12 +00:00
Richard Davey
68e089a380
The ScaleManager.orientationChange
event listener will now directly refresh the Scale Manager internals. This fixes an issue where the orientation change event would fire after the window resize event, causing the Scale Manager to incorrectly report the new orientation on Chrome on iOS. Fix #6484
2024-02-20 22:46:05 +00:00
Robert Kowalski
542bac2d02
Add bounce event to arcade physics Fix #6406
2024-02-20 17:16:32 -05:00
Richard Davey
ebe627836e
Fixed object creation, sprite origin and added useSpriteSheet property
2024-02-20 21:38:42 +00:00
Richard Davey
0002c009f7
Updated jsdocs
2024-02-20 21:38:19 +00:00
Robert Kowalski
77778a07aa
Just updateDisplayOrigin without defaults Fix #6655
2024-02-20 14:21:36 -05:00
Richard Davey
89811d7388
The Tilemap.createFromTiles
method has been updated. It will now copy the following properties, if set in the Tile, to the Sprites it creates: rotation
, flipX
, flipY
, alpha
, visible
and tint
. If these properties are declared in the spriteConfig
passed to the method, those will be used instead, otherwise the Tile values are used. Fix #6711
2024-02-20 18:39:52 +00:00
Richard Davey
2dfd421495
WebAudioSound
will now set hasEnded = false
as part of stopAndRemoveBufferSource
, after the source has been stopped and disconnected. This should prevent it from being left in a true
state if the source onended
callback fired late, after the sound had been re-played. Fix #6657
2024-02-20 17:50:44 +00:00
Richard Davey
429dcf0ed0
Clarified docs. Fix #6516
2024-02-20 16:47:18 +00:00
Richard Davey
38da7de892
Fix Tilemap properties JSDoc type. Fix #6331
2024-02-20 16:35:18 +00:00
Richard Davey
76a1062d50
Clarify container level. Fix #6699
2024-02-20 16:23:37 +00:00
Robert Kowalski
371a8b31a9
Add documentation on crop functionality Fix #6589
2024-02-20 11:21:47 -05:00
Ben Richards
a74f99563b
Fix spritesheet from atlas from compressed texture.
2024-02-20 21:45:06 +13:00
Ben Richards
93b4b083f1
Fix setting unnecessarily high texture filters.
2024-02-20 13:10:08 +13:00
Ben Richards
a2178c8466
Fix MIPMaps being disabled for compressed textures.
2024-02-20 13:02:19 +13:00
Richard Davey
1f8276ac76
Updated copyright year, company and author
2024-02-19 17:12:24 +00:00
Robert Kowalski
7a6845f6bf
Use GetFastValue so all children are added to the container via GameObjectCreator Fix #6743
2024-02-19 12:09:07 -05:00
Richard Davey
5dc286268f
A new property is available in the Game Configuration specifically for setting the 'snap' values for the Scale Manager. You can now set snap: { width, height }
in the game config. This is then passed to the display size by the Scale Manager and used to control the snap values. Fix #6629 (thanks @musjj @samme)
2024-02-19 16:35:42 +00:00
Richard Davey
d2ce0f9358
Config#snapWidth
and Config#snapHeight
are new properties in the Game Config that hold the parsed snap
config values, as used by the Scale Manager.
2024-02-19 16:35:27 +00:00
Richard Davey
1199178eff
beta 3 tag for safety
2024-02-19 16:27:19 +00:00
Richard Davey
0ee06b65b3
Docs fix
2024-02-19 16:27:07 +00:00
Richard Davey
55b4c8db4a
The Browser
Device class will no longer think that Chrome is Mobile Safari on iOS devices. Fix #6739
2024-02-19 15:36:37 +00:00
Richard Davey
21a10b736a
Merge pull request #6728 from moufmouf/fix-postfxpipeline
...
Fixing the Postfix pipeline without introducing a skip frame
2024-02-19 15:30:34 +00:00
Richard Davey
56213a5f7e
Update WebGLRenderer.js
2024-02-19 15:28:21 +00:00
Richard Davey
de0a22964e
WebGLPipeline.resizeUniform
is a new property that is defined in the WebGLPipelineConfig
. This is a string that defines a uResolution
property, or similar, within the pipeline shader. If the WebGL Renderer resizes, this uniform will now be updated automatically as part of the pipeline resize method. It has been added to both the Multi and Mobile pipelines as default. This fixes issues where the pipelines were rendering with old resolution values, causing graphical glitches in mostly pixel-art games. Fix #6674
2024-02-19 15:28:18 +00:00
Richard Davey
82b1a3e2aa
Added missing copyright block
2024-02-19 15:01:56 +00:00
Richard Davey
a9012b19b4
The BitmapText.setFont
method will now set the texture, size and alignment even if the same font key has been given as is already in use. Fix #6740
2024-02-19 14:41:59 +00:00
Richard Davey
76903fcdb9
Merge pull request #6719 from Stan-Stani/master
...
docs: clarify overlapOnly param
2024-02-19 14:31:29 +00:00
Richard Davey
9a175caa39
Merge pull request #6734 from yaustar/master
...
File creation checks if URL is a string before seeing if its Base64
2024-02-19 14:29:57 +00:00
Richard Davey
6d82af183c
Merge pull request #6741 from samme/docs/tween-chain-callbacks
...
Docs: remove unused TweenChainBuilderConfig props
2024-02-19 14:28:48 +00:00
Ben Richards
747c961632
Remove documentation requiring linear color space in ASTC textures.
...
This is no longer true.
2024-02-19 15:09:39 +13:00
Robert Kowalski
a7f00773ff
Properly detect mesh like gameObjects when supplying an input configuration
2024-02-18 08:01:22 -05:00
Ben Richards
89543c9880
Change S3TCRGB to S3TCSRGB.
2024-02-17 20:59:00 +13:00
Ben Richards
f8ebbf38ef
Verify compressed texture compatibility with WebGL and improve warnings.
2024-02-17 20:43:43 +13:00
Ben Richards
27f61c25e9
Merge remote-tracking branch 'origin/master'
2024-02-17 18:16:14 +13:00
Ben Richards
6c8c432fbf
Add support for sRGB color in ETC compressed PVR files.
2024-02-17 18:15:56 +13:00
Robert Kowalski
b4c9cc92c2
Call the Time.Timeline loop callback earlier
2024-02-16 16:31:05 -05:00
Ben Richards
d70c107fde
Add experimental support for BPTC compressed textures in PVR files.
...
These haven't been verified to work, but PVR format 15
(COMPRESSED_RGBA_BPTC_UNORM_EXT or COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT)
conforms to the specification, and PVR format 14
(COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT or
COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT) is a best guess.
2024-02-16 17:55:44 +13:00
Ben Richards
14bea5a995
Support sRGB compressed textures in PVR files.
...
ASTC format textures would previously be defaulted to linear RGB.
S3TC format textures would either default to linear RGB,
or not load at all.
2024-02-16 17:48:43 +13:00
Robert Kowalski
6bb3138c03
Path lineTo and moveTo now support Vector2Like Fix #6557
2024-02-15 20:24:49 -05:00
samme
5500c2170b
Docs: TweenChainBuilderConfig descriptions
2024-02-15 17:01:49 -08:00
samme
55fb8a4ad8
Docs: remove unused TweenChainBuilderConfig props
2024-02-15 16:58:55 -08:00
Richard Davey
61a8fda08c
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-14 22:34:22 +00:00
Richard Davey
43954cf89b
The Device.Browser.safari
regular expression has been strenghtened so it now captures versions with double or triple periods in. Previously it would fail for Version/17.2.1
due to the minor value
2024-02-14 22:32:42 +00:00
Robert Kowalski
b9a7b3ed33
Cleanup and added loop callback to Time.Timeline
2024-02-14 10:21:06 -05:00
Ben Richards
878d3d2211
Fix support for BPTC and RGTC texture compression.
...
They use different WebGL extension name formats.
2024-02-13 17:38:19 +13:00
Robert Kowalski
e999c5a911
Add repeating functionality to Time.Timeline Fix #6560
2024-02-12 18:00:36 -05:00
Robert Kowalski
480cccb19e
Add hitAreaCallback workaround back to Input.InputPlugin#setHitArea
2024-02-12 10:03:54 -05:00
Robert Kowalski
51dfa7866e
Adds metadata event to Video Game Objects and a starting texture Fix #6475
2024-02-09 22:36:52 -05:00
Steven Yau
a25d61068e
File creation checks if URL is a string before seeing if its Base64
...
Fixes #6733
2024-02-09 21:42:22 +00:00
Richard Davey
3015fe11eb
v3.80 Beta 2
2024-02-09 14:39:41 +00:00
Ben Richards
5ac59c1890
Fix headless renderer compatibility.
2024-02-09 18:57:13 +13:00
Ben Richards
9ab82970c7
Fix inappropriate default type of Shader._deferSetShader
.
2024-02-09 18:40:37 +13:00
Ben Richards
2e8a8f8081
Add default normal map texture __NORMAL.
...
Remove `LightPipeline.defaultNormalMap`, as this universal texture is
now available to use.
2024-02-09 15:51:53 +13:00
Ben Richards
23a672bc48
Improve resize handling.
...
Although the `resize` function does make GL calls,
they will have no effect during context loss.
2024-02-09 12:28:20 +13:00
Ben Richards
6d56791568
Fix incorrect type on WebGLAttribLocationWrapper.wegGLAttribLocation
.
...
A uniform uses a `WebGLUniformLocation`, but an attrib uses a `GLint`.
2024-02-09 11:06:47 +13:00
Ben Richards
4353a1e175
Improve safety around context loss.
...
Clarify notes on drawing dynamic textures during context loss.
Allow `Shader` to initialize and operate during context loss.
Improve resize handling on context loss and recovery.
2024-02-08 18:53:10 +13:00
Robert Kowalski
b762b28575
Use built in HasAny to check for Mesh Game Objects
2024-02-07 21:05:31 -05:00
Robert Kowalski
827d6320e7
Remove old Mesh based Game Object detection for input and check if interactive config is empty
2024-02-07 15:52:17 -05:00
Robert Kowalski
798082c6c6
Mesh based Game Objects can use an input configuration Fixes #6510
2024-02-06 23:44:02 -05:00
Ben Richards
36a05e268a
Merge remote-tracking branch 'origin/master'
2024-02-07 12:00:45 +13:00
Ben Richards
719e7a5e73
Remove unnecessary checks around Text WebGL texture.
2024-02-07 11:50:33 +13:00
Robert Kowalski
d35e69ce25
Move resetCursor so it does not lose input Fix #6387
2024-02-05 18:38:42 -05:00
Ben Richards
7ed40fdf7d
Allow WebGL wrapper operations during context loss.
2024-02-05 16:40:16 +13:00
Ben Richards
06d463e92e
Fix text initialization in WebGL.
...
As `frame.glTexture` is now a getter, this would error out in strict mode.
Repeated texture updates would also generate new wrappers.
2024-02-05 15:39:17 +13:00
Ben Richards
a4e96855fc
Correct documentation of LightPipeline.currentNormalMap
.
2024-02-05 14:30:24 +13:00
biometricPsychography
27f0a822c8
docs: move overlapOnly
caveat to the @classdesc
2024-02-03 13:26:22 -06:00
Robert Kowalski
39b35580c9
Keep temp hit test when disabling interactivity Fix #6601
2024-02-02 17:56:45 -05:00
Robert Kowalski
2cf82a9b54
Merge pull request #6730 from samme/fix/static-body-reset-offset
...
Reapply offset when resetting static body
2024-02-02 16:17:23 -05:00
David Négrier
e5454a1203
Fixing the Postfix pipeline without introducing a skip frame
...
Due to #6681 , we introduced a skip frame to wait for the PostFX pipeline to be correctly booted.
While this fixed the display issue, it introduced a "skip" frame.
The pipeline would only be visible one frame after being introduced.
The root issue is a binding issue on currentRenderTarget.
Here, we fix the root issue and remove the skip frame.
2024-02-02 16:05:08 +01:00
Richard Davey
604c34c13b
Stop tsgen from crashing!
2024-02-02 13:56:24 +00:00
Richard Davey
e00d12195d
Fixed incorrect jsdocs
2024-02-02 13:03:38 +00:00
Richard Davey
7bac75a2f4
Fixed some jsdoc name references and minor lint errors
2024-02-02 13:01:03 +00:00
Richard Davey
56f4c89938
Merge pull request #6725 from phaserjs/webgl-wrappers
...
Merge WebGL Context Loss work
2024-02-02 12:36:57 +00:00
Ben Richards
49e9d45435
Emit LOSE_WEBGL event.
...
Also rearrange RESTORE_WEBGL event code.
2024-02-02 21:57:28 +13:00
Ben Richards
d57b46e690
Tidy up wrappers on WebGLRenderer destroy.
2024-02-02 20:55:09 +13:00
Ben Richards
4fd8fc94c3
Fix WebGLShader recovery from WebGL context loss.
2024-02-02 20:50:39 +13:00
Ben Richards
6f36e8201d
Fix Shader recovery from WebGL context loss.
2024-02-02 17:43:53 +13:00
Ben Richards
1ad6a64a81
Ensure that Shader render target is correctly updated.
2024-02-02 16:52:50 +13:00
Ben Richards
ade7b57e3d
Restore WebGL extensions.
2024-02-02 16:29:24 +13:00
Ben Richards
b66028ec8e
Handle more invalidated state on WebGL context restore.
2024-02-02 15:53:03 +13:00
Ben Richards
4c849cb2f7
Tidy up WebGL Wrappers.
...
Dispose of all references on destroy.
Properly name WebGLProgramWrapper#initialize.
Remove renderer dependence in WebGLFramebufferWrapper.
2024-02-02 15:30:38 +13:00
Ben Richards
24d739ed72
Emit RESTORE_WEBGL event.
2024-02-02 11:33:27 +13:00
Richard Davey
221eb1ae5d
Added base64 property and onBase64Load method and removed data URI warnings
2024-02-01 19:23:26 +00:00
Richard Davey
324dcfba97
The XHRLoader
will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.
2024-02-01 19:23:26 +00:00
Richard Davey
aa0d60786f
Update XMLFile.js
2024-02-01 19:23:26 +00:00
Richard Davey
8e4ea336c0
The ImageFile
will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types.
2024-02-01 19:23:26 +00:00
Robert Kowalski
d967da83d2
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-01 13:10:42 -05:00
Robert Kowalski
0f55324632
pointerConstraint can't getWorldPoint with no camera. Fix #6684
2024-02-01 13:10:30 -05:00
Richard Davey
5bda070c98
The XHRLoader
will now listen for ontimeout
and if triggered it will hand over to the File.onError
handler. This prevents the Loader from stalling if a file times out. Fix #6472
2024-02-01 17:30:10 +00:00
Richard Davey
ceb92cb366
If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364
2024-02-01 17:25:52 +00:00
Richard Davey
d6d812fc86
Update Polygon docs re: getBounds. Fix #5441
2024-02-01 16:42:55 +00:00
Robert Kowalski
86b8364dd2
preventDefault in onTouchEndWindow when DOM elements are over input
2024-02-01 11:18:54 -05:00
Ben Richards
a0f066c543
Restore WebGL context.
...
All textures and shaders should automatically recover from WebGL
context loss.
Dynamic textures will lose their contents, unfortunately, as the texture
was stored on the GPU.
Frame buffers still have some bugs to work out.
2024-02-01 16:59:00 +13:00
Ben Richards
587b6e7bcd
Merge branch 'master' into webgl-wrappers
2024-02-01 11:00:08 +13:00
Richard Davey
a2f47d65c1
Modified RandomDataGenerator.weightedPick
method to avoid sampling past the last element. Fix #6701
2024-01-31 21:33:47 +00:00
Richard Davey
45f553d8af
x and y are non-optional. Fix #6518
2024-01-31 21:22:39 +00:00
Richard Davey
9bf53dd7c9
Added WebGLPipeline[]
as a valid type for the pipeline property
2024-01-31 21:18:11 +00:00
Robert Kowalski
bfce4b7269
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-01-31 15:34:22 -05:00
Robert Kowalski
a48db68b53
The PlaceOnLine Action now supports ease functions
2024-01-31 15:34:19 -05:00
Richard Davey
cf27547793
The Matter.Body
function scale
has been updated so if the Body originally had an inertia
of Infinity
this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369
2024-01-31 20:32:10 +00:00
Richard Davey
51074c4567
The PostFXPipeline.postBatch
method will now skip onDraw
is the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681
2024-01-31 20:23:43 +00:00
Richard Davey
c6c7fd60a6
The BloomFX
and BlurFX
and any custom pipeline that relies on using the UtilityPipeline
full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677
2024-01-31 19:35:10 +00:00
Richard Davey
92065facf0
You can now specify an autoResize
boolean in the RenderTargetConfig
which is passed to the Render Targets when they are created by a pipeline.
2024-01-31 19:15:21 +00:00
Richard Davey
97967288b6
DynamicTexture.setSize
will now check to see if the glTexture
bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroy and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669
2024-01-31 18:12:51 +00:00
Richard Davey
4ea4e55e0f
DynamicTexture
will now automatically call setSize(width, height)
for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682
2024-01-31 17:36:21 +00:00
Richard Davey
f258e11cb7
Merge pull request #6723 from samme/feature/renderer-custom-builds
...
Exclude the renderers by feature flag
2024-01-31 17:24:22 +00:00
Richard Davey
2489396d58
Updated docs
2024-01-31 17:15:38 +00:00
Richard Davey
f268ba3f6d
Removed debug code
2024-01-31 16:51:54 +00:00
Richard Davey
25787bde36
* The Layer.removeAll
, remove
and add
methods have been removed. These methods are all still available via the List
class that Layer inherits, but the destroyChild
parameters are no longer available.
2024-01-31 16:51:54 +00:00
Robert Kowalski
4e56bf453b
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-01-31 11:34:24 -05:00
Robert Kowalski
ab0ce4d335
CheckIsoBounds after checking if the iso tile will be visible
2024-01-31 11:34:21 -05:00
samme
5ec9508c35
Reapply offset when resetting static body
2024-01-31 07:53:54 -08:00
Richard Davey
00c5d02e4e
Testing Layer remove fix
2024-01-31 15:35:18 +00:00
Ben Richards
8906e22aeb
Add PipelineManager#restoreContext
method for restoring uniforms.
...
Also add `WebGLShader#syncUniforms` and other code necessary to retain
and reapply uniform state on the GPU.
2024-01-31 16:46:41 +13:00
Robert Kowalski
b27e4d3744
Merge pull request #6537 from jorbascrumps/feat-use-seeded-random-for-tilemap-weighted-randomize
...
Updates `Tilemaps.Components.WeightedRandomize` to use seeded random value
2024-01-30 18:45:20 -05:00
Ben Richards
9b8bb39e7c
Fix texture uniform setting in Shader.
...
This call was crashing with the more explicit location wrappers,
as the location hadn't actually been created yet.
The call isn't necessary, as uniforms are set before rendering.
2024-01-31 11:55:31 +13:00
Ben Richards
b9deef7e61
Destroy location wrappers when they're unused.
2024-01-31 11:53:50 +13:00
Richard Davey
f7049fe831
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-01-30 22:44:28 +00:00
Richard Davey
04b28e63f2
Fixed jsdoc
2024-01-30 22:44:25 +00:00
Ben Richards
e920b1a961
Create and use wrappers for WebGLUniformLocation and WebGLAttribLocation.
2024-01-30 22:13:51 +13:00
Robert Kowalski
be5223936a
Update CHANGELOG-v3.80.md
2024-01-29 23:33:19 -05:00
Robert Kowalski
6c55aba8d9
Merge pull request #6714 from dhashvir/master
...
fix nineslice hit areas
2024-01-29 20:04:33 -05:00
Ben Richards
0f9fb3177d
Fix incorrect WebGL calls.
2024-01-30 11:23:27 +13:00
Robert Kowalski
ddc43fcbee
Merge pull request #6694 from Byvire/master
...
Check for undefined to avoid a crash in the examples at phaser3-custo…
2024-01-29 15:27:08 -05:00
Robert Kowalski
e0e3de008a
Merge pull request #6722 from samme/feature/setTilesetImage-warnings
...
Improve the warnings in addTilesetImage()
2024-01-29 12:38:05 -05:00
samme
002fa6300a
Improve the warnings in addTilesetImage()
2024-01-29 09:17:41 -08:00
Ben Richards
2382f7c1eb
Create and use WebGLProgramWrapper.
...
This handles shader programs.
Also tweak the documentation in WebGLBufferWrapper and
WebGLFramebufferWrapper to better reflect purpose.
2024-01-29 17:35:57 +13:00
Ben Richards
377221de35
Create and use WebGLBufferWrapper.
...
This mostly handles VertexBuffers, but there's an IndexBuffer which
is not internally used that uses the same wrapper.
2024-01-29 16:40:18 +13:00
Ben Richards
842d666ebf
Use and document WebGLFramebufferWrapper.
...
Also tweak WebGLTextureWrapper to have more standard destroyers
in itself and WebGLRenderer.
2024-01-29 14:53:23 +13:00
Ben Richards
68671f0d8a
Create WebGLFramebufferWrapper to encapsulate state.
2024-01-29 14:48:28 +13:00
Ben Richards
b591c3674a
Document usage of WebGLTextureWrapper
in place of WebGLTexture
.
2024-01-29 11:47:39 +13:00
Ben Richards
216b7564f6
Update systems to use WebGLTextureWrapper
and Uint8Array
textures.
...
This is mostly hooking up gl calls to look inside the wrapper.
A few other things have changed.
Spector metadata is set the new way.
`Frame` changed `glTexture` to a getter, simplifying bookkeeping.
`LightPipeline` and `Plane` use standard methods to create textures.
`WebGLRenderer` maintains a list of wrappers, and automatically
manages it through `createTexture2D` and `deleteTexture`. The update
methods `updateCanvasTexture` and `updateVideoTexture` have been
delegated to the wrapper.
2024-01-29 11:45:12 +13:00
Ben Richards
a8dff1f990
Add Uint8Array texture creation methods.
2024-01-29 11:30:54 +13:00
Ben Richards
3b2aeaf18b
Create WebGLTextureWrapper to encapsulate texture state.
2024-01-29 11:08:16 +13:00
biometricPsychography
631dc01f91
docs: clarify overlapOnly param
...
in Phaser.Physics.Arcade.Collider
Explain that the callback will trigger on any overlap with any part of a tileLayer
2024-01-26 20:48:26 -06:00
Robert Kowalski
2e4b43be4e
AnimationFrame duration is the duration of the frame if set, msPerFrame is not added
2024-01-26 13:19:54 -05:00
Robert Kowalski
1bfdcfe922
TileSprite textures are now stored in the TextureManager
2024-01-24 19:54:46 -05:00
Robert Kowalski
6ea40f8b32
Text textures are now stored in the TextureManager
2024-01-24 17:25:42 -05:00
Richard Davey
91b2b0c531
lint fix
2024-01-23 00:46:53 +00:00
Dhashvir Lalla
835d77cb85
fix nineslice hit areas
2024-01-15 05:16:56 +11:00
Richard Davey
95df650f71
The Time.Timeline
class didn't show as extending the Event Emitter, or have config
as an optional argument in the docs / TS defs. Fix #6673
2024-01-12 18:21:59 +00:00
Richard Davey
786a3933cd
Factory.staticBody
had the wrong return type in the docs/TS defs. Fix #6693
2024-01-12 18:18:06 +00:00
Richard Davey
2c4df2488b
Update SCALE_MODE_CONST.js
2024-01-12 18:08:42 +00:00
Richard Davey
d6d4fc9705
Merge pull request #6703 from rexrainbow/expand-scale-mode
...
Add EXPAND scale mode
2024-01-12 18:05:39 +00:00
Richard Davey
d137a4782f
Merge pull request #6683 from paxperscientiam/patch-2
...
Update GetFirst.js
2024-01-12 18:03:57 +00:00
Richard Davey
9febc6b44a
Update version number
2024-01-12 18:03:09 +00:00
Richard Davey
e91551b4c5
Merge pull request #6686 from samme/fix/container-destroy-child
...
Fix removing destroyed Container children
2024-01-12 17:57:57 +00:00
Richard Davey
8cae5a33e7
Update TextureManager.js
2024-01-12 17:56:30 +00:00
Richard Davey
08f340c438
Merge pull request #6670 from stevenwithaph/master
...
Added correct parameters for create
2024-01-12 17:55:22 +00:00
Richard Davey
9018430e30
Merge pull request #6666 from PresentCreativeLLC/typofix/NineSlice
...
Update NineSlice.js correcting a typo
2024-01-12 17:51:16 +00:00
Richard Davey
8287d44a04
Merge pull request #6679 from somechris/touch-move-coordinates-on-scrolled-down-page
...
Fix `InputManager.onTouchMove` to work on scrolled-down pages
2024-01-12 17:48:05 +00:00
Richard Davey
b6c7b51f3d
Merge pull request #6685 from samme/docs/dragend-dropped
...
Docs: add `dropped` argument in DRAG_END, GAMEOBJECT_DRAG_END
2024-01-12 17:46:38 +00:00
Richard Davey
74515f6437
The TweenChainBuilder
was incorrectly setting the persist
flag on the Chain to true
, which goes against what the documentation says. It now correctly sets it to false
. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
2024-01-12 17:43:51 +00:00
Rex
3b8d019b97
Add EXPAND scale mode
2023-12-31 17:11:38 +08:00
Oliver Kisielius
9ac03cd565
Check for undefined to avoid a crash in the examples at phaser3-custom-build.
2023-12-13 15:06:21 -05:00
samme
3b2ed4a4fe
Exclude the renderers
2023-12-11 17:33:57 -08:00
samme
7b648c64d2
Docs: add dropped arg in DRAG_END
2023-12-04 14:57:45 -08:00
samme
5cd5cadf79
Fix removing destroyed Container child
2023-12-03 16:14:46 -08:00
Chris
c048c1bb54
Update GetFirst.js
...
Improve type accuracy for GetFirst
2023-12-02 15:38:05 -05:00
Christian Aistleitner
66901b32d3
Fix InputManager.onTouchMove
to work on scrolled-down pages
...
`document.elementFromPoint` expects plain viewport coordinates [1],
while we used `page[XY]`, which are viewport coordinates with added
scroll offsets [2].
So on pages where no scrolling had yet occurred,
`InputManager.onTouchMove` worked as expected. But as soon as one
scrolled down/right on the page, the element detection was off by the
scroll offset.
We switch from `page[XY]` to `client[XY]` which are plain viewport
coordinates [3] and thereby make element detection work also on pages
that have been scrolled around.
[1] https://drafts.csswg.org/cssom-view/#dom-document-elementfrompoint
[2] https://w3c.github.io/touch-events/#dom-touch-pagex
[3] https://w3c.github.io/touch-events/#dom-touch-clientx
2023-11-24 14:12:20 +01:00
Steven Adams
6a28ccbee1
Added correct parameters for create
2023-11-14 08:38:05 -05:00
Alvaro Estrada
0b22354afd
Update NineSlice.js
...
Fixed the horiztonal typo
2023-11-10 13:43:50 -06:00
Richard Davey
47d393ac29
Update NineSlice.js
2023-11-10 16:44:16 +00:00
Richard Davey
450c8fcae0
Removed generics that were breaking Layer in TypeScript
2023-11-10 15:27:07 +00:00
Richard Davey
131f73005b
eslint fix
2023-11-10 15:04:06 +00:00
Richard Davey
0b32610e56
Updated version to 3.70
2023-11-10 15:04:01 +00:00
Richard Davey
b44b2eda5a
Revert "Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238"
...
This reverts commit bfd08db935
.
2023-11-10 14:58:18 +00:00
Richard Davey
1cae6391b3
Revert "Testing sleep static fixes"
...
This reverts commit f0d5280cf8
.
2023-11-10 14:58:02 +00:00
Richard Davey
988ca7d2bf
Updated docs re: #6574
2023-11-10 14:49:36 +00:00
Richard Davey
f0d5280cf8
Testing sleep static fixes
2023-11-10 13:44:47 +00:00
Richard Davey
bd67ed38a5
Disable roundPixels when drawing lines
2023-11-09 22:30:53 +00:00
Richard Davey
bfd08db935
Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238
2023-11-09 22:12:12 +00:00
Richard Davey
1b93e66cb1
Updates to support the new scale9 Frame data
...
* You can now create a `NineSlice` Game Object without specifying a width or height for it. If you do this, it will use the size of the texture frame instead.
* The `NineSlice` Game Object will now check to see if its associated Frame has any scale9 data set, and if so this is now used automatically to populate all of the border values.
* The `NineSlice.setSlices` method has a new optional boolean parameter `skipScale9` which will allow you to set the border values of the Nine Slice directly, even if its Frame has associated scale9 data
2023-11-09 18:26:37 +00:00
Richard Davey
dada2ad181
Now parses Texture Packer 7.1.0 scale9 data and stores it on the Frames
2023-11-09 18:23:44 +00:00
Richard Davey
921ff93ba0
Added setScale9
method and scale9
and is3Slice
boolean properties
...
* `Frame.setScale9` is a new method that allows you to set the scale9 data associated with the given Frame. This is used internally by the Texture Packer parsers, but can also be called directly.
* `Frame.scale9` is a new read-only boolean property that returns `true` if the Frame has scale9 data associated with it.
* `Frame.is3Slice` is a new read-only boolean property that returns `true` if the Frame has scale9 data associated with it that is 3-slice instead of 9-slice.
2023-11-09 18:23:27 +00:00
Richard Davey
a7d7a7d526
The Game instance will now boot the new SYSTEM_READY
event, which indicates that the internal Scene System has been created by the Scene Manager and is ready for use. The Texture Manager now listens for this event in order to create the stamp
Image. This fixes an issue where the stamp would throw a run-time error if the game didn't feature a preload
function. Fix #6616
2023-11-09 13:42:00 +00:00
Richard Davey
1afb2810bf
Expose new system ready event
2023-11-09 13:40:45 +00:00
Richard Davey
4e19417657
Create SYSTEM_READY_EVENT.js
2023-11-09 13:40:39 +00:00
Richard Davey
6f801eeac7
The TextureSource.setFilter
method will now check to see if renderer
is defined before accessing its gl
property. This avoids Phaser crashing if you're in headless mode and set anti-aliasing to false in the game config. Fix #6663
2023-11-08 18:48:36 +00:00
Richard Davey
cda0c04afd
There was an issue when loading Normal Maps with Sprite Sheets. Often, if the normal map image completed loading before the sprite sheet, it would cause it to be incorrectly added to the Texture Manager, resulting in broken frames. Now, regardless of the load order, the sprite sheet is added with its normal map correctly together. Fix #6491
2023-11-08 18:40:08 +00:00
Richard Davey
f49a8ee897
The MultiAtlas
File Loader didn't prepend the Loader.prefix
if set. This now forms part of the key, leading to the correct keys used for the Texture Manager. Fix #6614
2023-11-08 18:05:15 +00:00
Richard Davey
3b190360f1
During Game.runDestroy
it will now check for this.domContainer.parentNode
before trying to remove it, preventing errors if the DOM Container has already been removed. Fix #6559
2023-11-08 16:49:39 +00:00
Richard Davey
f844e966bc
The RandomDataGenerator#weightedPick
method will no longer under-sample the first and last elements in the given array, leading to better distribution of results. Fix #6562
2023-11-08 16:44:27 +00:00
Richard Davey
494ea72108
The BaseSound.destroy
method will now call BaseSound.stop
which will reset the isPlaying
and other flags. Fix #6645
2023-11-08 16:26:48 +00:00
Richard Davey
304275dc7d
Merge pull request #6570 from Trissolo/feature/GeomLine-SetFromVectors
...
Added a new method: Phaser.Geom.Line#setFromObjects()
2023-11-08 16:15:14 +00:00
Richard Davey
5079f8e010
Merge pull request #6577 from Trissolo/fix/intersects-GetLineToPoints
...
Fix Geom.Intersects#GetLineToPoints
2023-11-08 16:12:34 +00:00
Richard Davey
f17cd8b50b
When creating a TimelineEvent
you can now set a new optional callback: if
. If set, this callback is invoked at the start of the TimelineEvent. If it returns true
, then the rest of the event is processed (i.e. tweens started, sound played, etc) otherwise the event is skipped. This allows you to create conditional events within a Timeline.
2023-11-08 16:09:42 +00:00
Richard Davey
1d15ac9a73
Fixed namespace
2023-11-08 15:56:28 +00:00
Richard Davey
4baa9bb80d
Merge pull request #6596 from rexrainbow/timeline-improvement
...
Timeline improvement
2023-11-08 15:53:32 +00:00
Richard Davey
9480cdac29
Merge pull request #6612 from PresentCreativeLLC/PathGetPointsUpdate
...
Update Path.js
2023-11-08 15:50:49 +00:00
Richard Davey
e8bb5f700e
Fixed errors from #6626
2023-11-08 15:47:56 +00:00
Richard Davey
cc7b6c4a08
Merge pull request #6626 from rexrainbow/layer-remove-removeall
...
[Layer] Update remove, removeAll, add methods
2023-11-08 15:45:50 +00:00
Richard Davey
c7c3066777
Merge pull request #6602 from johnhyde/patch-1
...
Update InputConfiguration.js: Clarify alphaTolerance
2023-11-08 15:42:16 +00:00
Richard Davey
a6e9e4a4aa
Merge pull request #6624 from PresentCreativeLLC/EdgeZoneConstructorCorrection
...
Constructor parameters correction
2023-11-08 15:40:38 +00:00
Richard Davey
c7785b0f12
Merge pull request #6610 from PresentCreativeLLC/EmitterOpRandomMinMaxConfigFix
...
EmitterOpRandomMinMaxConfig type correction
2023-11-08 15:40:09 +00:00
Richard Davey
ea98751d05
Merge pull request #6609 from PresentCreativeLLC/ParticleDataTypesUpdate
...
Created ParticleData description
2023-11-08 15:39:09 +00:00
Richard Davey
28a605def3
Merge pull request #6608 from PresentCreativeLLC/ParticleEmitterTypesUpdate
...
Added the use of Vector2Like
2023-11-08 15:38:31 +00:00
Richard Davey
e552becd33
Merge pull request #6620 from PresentCreativeLLC/EmitZoneDataCorrection
...
Type clarification for emit zone data
2023-11-08 15:37:16 +00:00
Richard Davey
392be38db3
Merge pull request #6619 from PresentCreativeLLC/EmitterOpOnEmitCallbackUpdate
...
EmitterOpOnEmitCallback update
2023-11-08 15:36:48 +00:00
Richard Davey
36472d491d
Merge pull request #6625 from PresentCreativeLLC/DeathZoneObjDescription
...
Updated the description of DeathZoneObj
2023-11-08 15:36:21 +00:00
Richard Davey
21338577b8
Merge pull request #6628 from PresentCreativeLLC/AddZonesFix
...
AddEmitZone and AddDeathZone parity
2023-11-08 15:34:12 +00:00
Richard Davey
23372fa6cb
Merge pull request #6636 from PresentCreativeLLC/EmitterColorOpDescriptionCorrection
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Added to the description that EmitterColorOp is an extension
2023-11-08 15:31:50 +00:00
Richard Davey
065d3f4635
Merge pull request #6637 from PresentCreativeLLC/EmitterOpRandomStartEndConfigRemoval
...
Removed interface EmitterOpRandomStartEndConfig
2023-11-08 15:31:28 +00:00
Richard Davey
a8a894e9dc
Merge pull request #6639 from PresentCreativeLLC/EmitterOpPropertyValueTypeAddition
...
Added missing reference to EmitterOpOnUpdateType
2023-11-08 15:30:55 +00:00
Richard Davey
2d1c24cc3a
Merge pull request #6641 from rexrainbow/gameobject-tint-getter
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Add getter of tint property
2023-11-08 15:29:29 +00:00
Richard Davey
070e42d64e
Merge pull request #6648 from samme/fix/PutTileAt-2
...
Fix TypeError in PutTileAt()
2023-11-08 15:28:12 +00:00
Richard Davey
315e3b757f
Merge pull request #6653 from PresentCreativeLLC/TextColorGradient
...
Extended color and stroke definitions
2023-11-08 15:27:23 +00:00
Richard Davey
d9f2891292
Merge pull request #6660 from neki-dev/master
...
Fixed jsdoc for GetRandom
2023-11-08 15:26:40 +00:00
Richard Davey
2c8b70e4f7
Respect the disable fx flags and only create the pipelines and render targets as needed
2023-11-08 12:35:19 +00:00
Richard Davey
cc931f869c
Added disablePreFX
and disablePostFX
flags
2023-11-08 12:34:46 +00:00
Richard Davey
eea31c7be8
Structs.Map.setAll
is a new method that allows you to pass an array of elements to be set into the Map. This is a chainable method.
2023-11-08 12:09:05 +00:00
Richard Davey
ec5a695a5c
PostFXPipeline.bootFX
is a new method, which is the previous boot
method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory.
2023-11-07 23:42:04 +00:00
Richard Davey
d3050a05fc
The MultiPipeline.batchTexture
method has a new optional boolean parameter skipPrePost
that will force the call to ignore calling the preBatch
and postBatch
Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.
2023-11-07 22:53:14 +00:00
Richard Davey
52619b26f9
Set missing uniforms to get FX working again :)
2023-11-07 22:51:38 +00:00
Richard Davey
ed5c44a65e
Fixed an issue in the way the Tilemap WebGL Renderer would call batchTexture
that meant if you applied a PostFX to a Tilemap it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, making it useable.
2023-11-07 22:51:11 +00:00
Richard Davey
94c810fd39
Remove false param to setQuad
2023-11-07 18:53:51 +00:00
Richard Davey
0431796d94
false is the default now
2023-11-07 18:52:46 +00:00
Richard Davey
89ceaa288a
Remove roundPixels
2023-11-07 18:52:30 +00:00
Richard Davey
755950760b
Remove rounding
2023-11-07 18:52:23 +00:00
Richard Davey
34f282397c
The TransformMatrix.setQuad
method signature has changed slightly. The roundPixels
parameter is now optional and defaults to false
. Previously, you always had to set it.
2023-11-07 18:50:42 +00:00
Richard Davey
71e9e517a8
The Game Config roundPixels
property is now true
by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and smoother scrolling, especially at high Camera zoom scales. If you wish to disable this, you can do so via the Game Config, or by setting the roundPixels
property in the Game Config to false
.
2023-11-07 18:41:00 +00:00
Richard Davey
77deea9f23
Beta 5
2023-11-07 18:37:42 +00:00
Richard Davey
f96b557f4c
The MultiPipeline.batchSprite
method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels
when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.
2023-11-07 18:37:34 +00:00
Richard Davey
7590600b5e
Camera.preRender
will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view.
2023-11-07 18:31:48 +00:00
Richard Davey
df846bdab3
CanvasRenderer.batchSprite
has been updated to correctly use the Camera roundPixels
property and apply it to the drawImage
call.
2023-11-07 18:30:02 +00:00
Richard Davey
a26f827650
Optimized setTextureFilter
2023-11-07 18:28:27 +00:00
Richard Davey
d799c06031
Update TransformMatrix.js
...
* `TransformMatrix.setToContext` will now use `setTransform(this)` as 'this' is an equivalent object that this method can natively take.
* `TransformMatrix.setQuad` no longer uses an anonymous function for `roundPixels`, which will help with performance.
2023-11-07 18:27:47 +00:00
Richard Davey
4564216c54
Set the context from the CanvasTexture
2023-11-07 18:25:36 +00:00
Richard Davey
b0c2dcf463
Remove the gx/gy rounding (un-needed) and pass the roundPixels value to setQuad
2023-11-07 15:26:58 +00:00
Richard Davey
1b12993898
Updated jsdocs
2023-11-07 15:26:07 +00:00
Richard Davey
e36d43533c
Updated shaders to use 'round' glsl instead of 'floor'
2023-11-07 15:23:57 +00:00
Richard Davey
91b145915c
Don't use the anonymous function, just a boolean check
2023-11-06 18:54:11 +00:00
Richard Davey
5812b4b7a7
Fixed issue with Dynamic Textures and Render Textures not displaying until resized. Fix #6662
2023-11-03 19:02:52 +00:00
Richard Davey
5aa409e8f3
RenderTarget.willResize
is a new method that will return true
if the Render Target will be resized as a result of the new given width and height values.
2023-11-03 19:02:20 +00:00
Richard Davey
d589637b21
Beta 4
2023-10-27 16:38:24 +01:00