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
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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
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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
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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
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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
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Fix Arcade.World#disable
2018-08-23 11:40:35 +01:00
Richard Davey
b7c74a0ddf
Merge pull request #3970 from samme/docs/addLight
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Correct LightsManager#addLight docs
2018-08-23 11:39:53 +01:00
samme
fb23367c63
Fix Arcade.World#disable
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It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
samme
408b2df350
Correct LightsManager#addLight docs
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All arguments are optional
2018-08-22 13:07:41 -07:00
samme
b241315fa1
Correct Structs.Set#iterate docs
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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)
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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
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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
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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
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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
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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
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Add AnimationManager.generateFrameNumbers documentation
2018-08-20 18:31:35 +01:00
Richard Davey
6efb88b24b
Merge pull request #3900 from thejonanshow/upgrade_konami_code
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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)
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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
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`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
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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
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- 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