Commit graph

15002 commits

Author SHA1 Message Date
Richard Davey
60e311afe5 Updated JSDocs 2020-09-11 15:16:37 +01:00
Richard Davey
111702b820 Update CHANGELOG.md 2020-09-11 14:01:58 +01:00
Richard Davey
2acfbfbe71 Gamepad._created is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890. 2020-09-11 14:01:55 +01:00
Richard Davey
5ecdc3b4a2 The GamepadPlugin will now call refreshPads as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1 and similar. Fix #4890 2020-09-11 14:00:14 +01:00
Richard Davey
a54a3a3e96 Update CHANGELOG.md 2020-09-11 12:23:36 +01:00
Richard Davey
00b799db23 Use Event const, not string. 2020-09-11 12:23:33 +01:00
Richard Davey
c90a3847e4 DataManager.Events.DESTROY is a new event that the Data Manager will _listen_ for from its parent and then call its own destroy method when received. 2020-09-11 12:21:39 +01:00
Richard Davey
fc6240cca8 Update CHANGELOG.md 2020-09-11 12:10:14 +01:00
Richard Davey
ce236f0d69 ScaleManager.refresh is now called when the Game.READY event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4905 2020-09-11 12:10:10 +01:00
Richard Davey
e8a8dd53e7 Update CHANGELOG.md 2020-09-11 11:08:45 +01:00
Richard Davey
57657ce76c Updated JSDocs. Fix #5268 2020-09-11 11:08:43 +01:00
Richard Davey
0d57de02ee Update CHANGELOG.md 2020-09-11 10:59:51 +01:00
Richard Davey
56bbfbcb62 Removed capture and added preventDefaultDown, Up and Move instead. Also better passive handling and smaller listeners. 2020-09-11 10:59:47 +01:00
Richard Davey
0aea690497 Removed inputMouseCapture and added configs for inputMousePrventDefaultDown, Up and Move instead. 2020-09-11 10:59:20 +01:00
Richard Davey
77ac89e59b Update CHANGELOG.md 2020-09-11 10:16:31 +01:00
Richard Davey
b3ee59b0bb Remove eol setting, let git handle it 2020-09-11 10:16:25 +01:00
Richard Davey
3969d6e45a Updated JSDocs to cover situation in #3858 2020-09-11 10:08:22 +01:00
Richard Davey
0a20245a77 Update LICENSE.md 2020-09-11 09:59:10 +01:00
Richard Davey
e0fe293f98 Create .gitattributes 2020-09-11 09:58:28 +01:00
Richard Davey
1e1daa5721 Update CHANGELOG.md 2020-09-11 09:48:17 +01:00
Richard Davey
a04690d5af The onMouse events in the Input Manager didn't reset the activePointer property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232 2020-09-11 09:48:13 +01:00
samme
ae5182be7d Default Phaser.Core.Config#audio; and refactor 2020-09-10 09:22:44 -07:00
Richard Davey
65faa34884 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-09-10 17:05:05 +01:00
Richard Davey
1e1b3ce27e Update CHANGELOG.md 2020-09-10 17:04:58 +01:00
Richard Davey
205552d69c Fix namespaces. Fix #5289 2020-09-10 17:04:56 +01:00
Richard Davey
6697d462cf
Merge pull request #5291 from rexrainbow/duplicated-code-in-add.existing
Remove duplicated code
2020-09-10 16:55:48 +01:00
Rex
f513f5bf31 Remove duplicated code
Adding game object  to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
2020-09-10 23:44:21 +08:00
Richard Davey
efd15f9cde 3.50.0 Beta 5 dist 2020-09-09 17:07:53 +01:00
Richard Davey
8b94cd71d6 Undo #5212 as it breaks all imports in webpack 2020-09-09 17:07:40 +01:00
Richard Davey
ea73a72b73 Restored animation complete key event. 2020-09-09 16:08:59 +01:00
Richard Davey
626a4e08f9 Update release version 2020-09-09 13:33:33 +01:00
Richard Davey
296dafebf5 No need for gl ref 2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86 Reference fixes 2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32 Update PipelineManager.js 2020-09-09 13:09:25 +01:00
Richard Davey
91b0a646d4 Update CHANGELOG.md 2020-09-09 13:05:18 +01:00
Richard Davey
7e840b2670 Removed all of the pipeline methods and added the Pipeline Manager instance 2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455 Update PipelineManager.js 2020-09-09 13:05:18 +01:00
Richard Davey
2d3edc9512 Use the new Pipeline Manager methods 2020-09-09 13:05:18 +01:00
Richard Davey
e450bf2f1f Swap to using constants for pipeline names 2020-09-09 13:05:18 +01:00
Richard Davey
d198818d80 Game Objects now call the new Pipeline Manager methods directly 2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8 JSDoc fix 2020-09-09 13:05:17 +01:00
Richard Davey
7765016caa Pipeline constants so we can avoid using strings elsewhere 2020-09-09 13:05:17 +01:00
Richard Davey
d3e82f2d76 The new Pipeline Manager class 2020-09-09 13:05:17 +01:00
Richard Davey
88590d8db2
Merge pull request #5288 from samme/patch-5
Docs: correct type for Arcade.Body#customBoundsRectangle
2020-09-09 09:56:18 +01:00
samme
b0ce62e2d8
Docs: correct type for Body#customBoundsRectangle 2020-09-08 18:44:12 -07:00
Richard Davey
8ddbeb1d18 3.50.0 Beta 4 2020-09-08 13:55:03 +01:00
Richard Davey
ce0b498b11 Update CHANGELOG.md 2020-09-08 13:40:23 +01:00
Richard Davey
8b2c9edce2 GenerateFrameNames can now accept the start and end parameters in reverse order, meaning you can now do { start: 10, end: 1 } to create the animation in reverse. 2020-09-08 13:40:20 +01:00
Richard Davey
b99ee24d23 Update CHANGELOG.md 2020-09-08 13:02:31 +01:00
Richard Davey
b8d35d7cf0 Utils.Array.NumerArray can now accept the start and end parameters in reverse order, i.e. 10, 1 will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns. 2020-09-08 13:02:16 +01:00