Richard Davey
75b250ba5b
3.6.0 Release
2018-04-19 14:45:54 +01:00
Richard Davey
765730c4b6
3.5.1 Release
2018-04-17 20:51:31 +01:00
Richard Davey
1eff0b2889
Phaser 3.5.0 Build
2018-04-16 19:44:39 +01:00
Richard Davey
a4691108b4
Updated github templates
2018-04-16 13:50:16 +01:00
Richard Davey
1b236c4e04
Merge pull request #3550 from iamchristopher/master
...
Fixed link to CHANGELOG
2018-04-13 12:10:30 +01:00
Richard Davey
9774b6ee37
Updated change log
2018-04-12 23:12:34 +01:00
iamchristopher
327bf139da
Fixed link to CHANGELOG
2018-04-12 12:21:34 -04:00
Richard Davey
c2236e47eb
Added webpack section to README.
2018-04-09 14:17:17 +01:00
Maxwell Paul Brickner
f4fda49d7b
Updated links to use https when possible
...
I updated links to use https instead of http when possible to avoid a redirect
2018-03-30 12:37:07 -04:00
Richard Davey
8c996ca339
Added link to TypeScript defs
2018-03-30 15:24:00 +01:00
Richard Davey
a03b60193c
Updated log and readme
2018-03-22 13:27:12 +00:00
Richard Davey
562730e225
Updated for 3.2.1
2018-03-12 16:40:26 +00:00
Richard Davey
d1d8d4c4a2
Updated readme and change log
2018-03-05 22:26:12 +00:00
Richard Davey
f500e827c7
Updated change log
2018-03-05 12:43:50 +00:00
jblang94
69f5befeb2
Apply pull request feedback to README
2018-03-01 21:39:19 -08:00
jblang94
0542a78766
Fix and improve README's clarity
...
- Address punctuation, grammar, and typo errors
- Improve the clarity of various sections
2018-03-01 10:31:11 -08:00
Richard Davey
b1b5c863f3
3.1.2 Release
2018-02-23 13:29:52 +00:00
Richard Davey
193ac6bfed
Updated for 3.1.1 Release.
2018-02-20 14:23:21 +00:00
Richard Davey
70ff0fd233
Updated change log and readme for 3.1.0
2018-02-16 12:33:50 +00:00
Richard Davey
a0ec4c6d2a
Fixed cdn url
2018-02-14 19:32:49 +00:00
Lee Reilly
446fad994b
Fix link to JavaScript Game Engines on :octocat:
2018-02-13 23:31:03 -08:00
Kitanga Nday
94f1993594
Just a few small typos fixed
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Thank you for Phaser 3!!!!
2018-02-13 10:14:47 +03:00
Richard Davey
52a2322fc7
Phaser 3.0.0 Release.
2018-02-13 06:25:51 +00:00
Richard Davey
9430104d0d
Updated README.
2018-02-13 05:25:25 +00:00
Richard Davey
4f76b4ddb8
Merge pull request #3195 from benabbottnz/debugheader
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Update url to https
2018-01-30 13:30:10 +00:00
Ben Abbott
089f2db5e1
Update URLs that can use or redirect to https
2018-01-28 17:24:13 +13:00
Ben Abbott
dac8a566cb
Fix broken URL
2018-01-28 16:01:18 +13:00
Richard Davey
ca3f99ad81
Updated README
2018-01-09 22:27:14 +00:00
photonstorm
fe0b6ea8b0
README update for v3 Alpha.
2017-07-31 15:14:28 +01:00
Jeff Puckett
b8e7a74c2c
doc syntax highlights with github flavored markdown
2017-06-28 02:31:23 +00:00
Tim Habersack
9b74b82bfd
Fixed broken link to Code of Conduct page
2017-06-13 10:33:52 -07:00
Andrés Martano
5b58ec57a0
Fix Phaser CE README link
2017-05-27 17:47:15 -03:00
Lee Reilly
19231a9148
Remove lazer from TOC
2017-02-17 22:13:33 -08:00
photonstorm
15ab5cf327
Updated README urls.
2017-01-09 14:33:29 +00:00
Richard Davey
8bf3c83381
Small tweak.
2016-11-23 03:55:14 +00:00
Richard Davey
620abf98bd
README updates.
2016-11-23 02:33:28 +00:00
Richard Davey
65cc4cca34
Updates for Phaser CE and the split versions.
2016-11-23 02:21:46 +00:00
Richard Davey
65ce4928d9
Expanded multi-atlas support in the Loader. Fixing ESLint errors too.
2016-10-11 19:50:36 +01:00
Richard Davey
591bf828a9
Phaser.ArrayUtils.numberArray now has optional prefix
and suffix
arguments, allowing you to do: numberArray(1, 4, 'Level ')
and the Array will contain ["Level 1", "Level 2", "Level 3", "Level 4"]
.
2016-10-11 17:42:58 +01:00
Richard Davey
b5ef896448
Device.arora has been removed.
...
Device.epiphany has been removed.
Device.midori has been removed.
Device.css3D has been removed, and the function that tested it is no longer run.
Device.isConsoleOpen has been removed. The function only worked on a very limited set of old browsers.
Device.littleEndian has been removed, you can use Device.LITTLE_ENDIAN instead.
2016-09-29 03:09:49 +01:00
Richard Davey
6ce28658f6
PIXI.Float32Array, PIXI.Uint16Array, PIXI.Uint32Array and PIXI.ArrayBuffer have all been removed, and replaced with their own proper native versions. The polyfill now captures any instances where the browser needs to fall back to an Array instead.
2016-09-28 19:02:59 +01:00
photonstorm
4ca182dd1a
PIXI._UID has been removed, all affected classes now use Phaser._UID.
2016-09-28 17:14:07 +01:00
photonstorm
2b220a3ae0
PIXI.RETINA_PREFIX has been removed, as it was never used anywhere internally.
2016-09-28 16:58:23 +01:00
photonstorm
c836d4bfbd
PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
...
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
f9a2c2a79e
PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
...
WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
2016-09-28 16:42:33 +01:00
photonstorm
69db3632d6
PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on.
2016-09-28 15:10:43 +01:00
photonstorm
a8d1bbcfdc
PIXI.AbstractFilter has been merged into the Phaser.Filter class.All references to PIXI.AbstractFilter have been updated to use Phaser.Filter instead.
2016-09-28 14:30:15 +01:00
photonstorm
b0f27b3f3c
Color.hexToRGBArray converts a hex color value to an [R, G, B] array.
...
Color.RGBArrayToHex converts an RGB color array, in the format: [R, G, B], to a hex color value.
2016-09-28 13:57:29 +01:00
photonstorm
eda4961c06
Math.getNextPowerOfTwo will get the next power of two for the given value.
...
Math.isPowerOfTwo will return a boolean if the given width and height are a power of two.
2016-09-28 13:48:08 +01:00
photonstorm
2cf447c151
PIXI.EarCut has been moved into the Phaser utils
folder, and renamed to Phaser.EarCut
. All references to PIXI.EarCut have been updated to match the new namespace.
2016-09-28 13:38:59 +01:00
photonstorm
1e15012a91
PIXI.CanvasPool has been moved into the Phaser utils
folder, and renamed to Phaser.CanvasPool
. All references to PIXI.CanvasPool have been updated to match the new namespace.
2016-09-28 12:53:04 +01:00
photonstorm
508e5ae723
PIXI.TilingSprite has been removed, and all functionality merged in to Phaser.TileSprite, to cut down on the number of internal classes and inheritance going on.
2016-09-28 11:57:11 +01:00
Richard Davey
2005c9d86d
PIXI.RenderTexture has been removed, and all functionality merged in to Phaser.RenderTexture, to cut down on the number of internal classes and inheritance going on.
2016-09-28 01:40:29 +01:00
Richard Davey
0bfb52d159
Phaser.SpriteBatch was incorrectly applying the prototypes, causing the Sprite Batch render methods to be replaced by the normal DisplayObjectContainer ones, meaning nothing was really batched at all. This has now been fixed, and PIXI.SpriteBatch removed, as it's no longer required.
2016-09-28 00:43:19 +01:00
Richard Davey
1c415a0d7e
Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font ( #2614 )
2016-09-27 02:00:31 +01:00
Richard Davey
811c347cc3
Camera.fade has a new argument alpha
to control the alpha level of the effect (thanks @rgk #2493 )
...
Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493 )
2016-09-27 01:07:40 +01:00
Richard Davey
2bc9c73838
The Video.playing property didn't check to see if the Video existed, and would throw the error Uncaught TypeError: Cannot read property 'paused' of null
if you called it after destroying the video (thanks @Tetley #2740 )
2016-09-26 23:35:41 +01:00
Richard Davey
0692bf01b5
If you called Video.changeSource, and then immediately called Video.play after it, it would fire the onComplete
event twice (thanks @jaraiza #2543 )
2016-09-26 23:28:41 +01:00
Richard Davey
f331697fee
Text.splitRegExp is a new property that allows you to control the regular expression that is used to split the text into multiple lines (@dai-shi #1403 )
2016-09-26 22:35:54 +01:00
Richard Davey
feb1b980c0
Text.width and Text.height now divide the result by the Text.resolution, to avoid incorrect dimensions on High DPI devices (thanks @mattahj #2146 )
2016-09-26 22:22:31 +01:00
Richard Davey
604da9ebc8
TS defs fix #2754
2016-09-26 21:28:43 +01:00
Richard Davey
9b78f3ae7f
Docs update.
2016-09-26 20:56:31 +01:00
Richard Davey
6f67744276
Docs update.
2016-09-26 20:45:46 +01:00
Richard Davey
6402554b68
Docs update.
2016-09-21 23:17:38 +01:00
Richard Davey
31592b98f1
The P2 Physics library has been updated to 0.7.1. This is still quite out of date, but as soon as they release their latest build (hopefully soon) we'll update to that.
2016-09-21 23:16:14 +01:00
Richard Davey
fb1ea7a01e
Updated documentation.
2016-09-21 22:59:20 +01:00
Richard Davey
6aff35b5fd
Frame.rotationDirection
has been removed. It isn't needed, as modern texture packers only rotate 90 degrees clockwise anyway, and Phaser only supports this rotation direction.
2016-09-21 22:53:30 +01:00
Richard Davey
ed13db65d3
Docs update.
2016-09-20 02:00:05 +01:00
Richard Davey
b0ce81bec0
Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI
, or you can pass the property multiTexture: true
in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
...
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
Richard Davey
b1473c55b9
Defs update #2737
2016-09-08 01:46:54 +01:00
Richard Davey
17f8181338
Defs update #2747
2016-09-08 01:44:53 +01:00
Richard Davey
c42c447bfb
Weapon.multiFire is a new property that allows you to set a Weapon as being allowed to call fire
as many times as you like, per game loop. This allows a single Weapon instance to fire multiple bullets.
...
Weapon.fire has two new arguments: `offsetX` and `offsetY`. If the bullet is fired from a tracked Sprite or Pointer, or the `from` argument is set, this applies a horizontal and vertical offset from the launch position.
Weapon.fireOffset attempts to fire a single Bullet from a tracked Sprite or Pointer, but applies an offset to the position first. This is a shorter form of calling `Weapon.fire` and passing in the offset arguments.
Weapon.fireMany attempts to fire multiple bullets from the positions defined in the given array. If you provide a `from` argument, or if there is a tracked Sprite or Pointer, then the positions are treated as __offsets__ from the given objects position. If `from` is undefined, and there is no tracked object, then the bullets are fired from the given positions, as they exist in the world.
2016-09-08 01:42:19 +01:00
Richard Davey
ec29511f42
Docs update.
2016-09-07 23:23:47 +01:00
Richard Davey
fb524d351b
Docs update.
2016-09-07 23:23:47 +01:00
Richard Davey
7f7a355686
Preparing for Phaser 3.0.0 dev.
2016-08-26 02:20:05 +01:00
Richard Davey
dd39f9ab08
Updated TS defs.
2016-08-26 01:24:15 +01:00
photonstorm
94a0dbe547
Text.updateText now sets Text.dirty = false
, which stops Text objects from having updateText
called twice on them after creation.
2016-08-25 14:16:48 +01:00
photonstorm
19dbd8bba8
The Weapon.fireRateVariance property was never taken into account internally. It's now applied to the firing rate correctly (thanks @noseglid #2715 )
2016-08-25 13:31:43 +01:00
photonstorm
2409499b4d
Docs update.
2016-08-25 13:07:42 +01:00
Richard Davey
08809217cd
Docs update.
2016-08-23 09:42:19 +01:00
photonstorm
cbef6d6648
Formatting fix.
2016-08-22 18:38:40 +01:00
photonstorm
7b9c4114b2
Preparing for 2.6.2 release.
2016-08-22 12:31:02 +01:00
Richard Davey
19342fa3af
ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme #2708 )
2016-08-21 10:27:58 +01:00
photonstorm
4382944a2e
A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688 )
2016-08-18 15:55:13 +01:00
photonstorm
04e70e820c
Updated KeyCode docs placement #2653
2016-08-18 15:35:43 +01:00
Richard Davey
129a652f07
Docs update.
2016-08-17 00:38:52 +01:00
Richard Davey
8d69d0e2e8
Docs update.
2016-08-17 00:38:52 +01:00
Richard Davey
63ce6ae6c4
Defs update #2689
2016-08-16 21:01:41 +01:00
Richard Davey
a0c6ae6c51
Phaser.Image now has the ScaleMinMax component.
2016-08-03 05:00:09 +01:00
Richard Davey
e955cf4222
Sound.play would throw the error "Uncaught DOMException: Failed to execute 'disconnect' on 'AudioNode': the given destination is not connected." in Chrome, if you tried to play an audio marker that didn't exist, while a valid marker was already playing.
2016-08-03 04:04:22 +01:00
Richard Davey
688752c5de
Math.getShortestAngle will return the shortest angle between the two given angles. Angles are in the range -180 to 180, which is what Sprite.angle
uses. So you can happily feed this method two sprite angles, and get the shortest angle back between them ( #2494 )
2016-07-29 03:39:51 +01:00
photonstorm
f246c276cb
Multi-Texture support has now been built into our version of Pixi. This can offer dramatic performance increases in WebGL games on GPUs that support multiple texture bindings (which is most of them these days).
...
WebGLRenderer.setTexturePriority is the method used to set the priority of textures when the GPU supports multi-texture batching.
Rope has two new properties `textureIndices` and `textureIndex` to handle multi-texture support.
Strip has two new properties `textureIndices` and `textureIndex` to handle multi-texture support.
The following shaders have all been updated to support multi-textures: `ComplexPrimitiveShader`, `PixiFastShader`, `PixiShader`, `PrimitiveShader`, `StripShader`.
WebGLFastSpriteBatch.vertSize was increased from 10 to 11.
BaseTexture.textureIndex is a new property that controls the index of the texture within the GPU texture cache. Usually you don't change this yourself, and use `renderer.setTexturePriority` instead, but the property is public and available for more advanced use-cases.
CanvasRenderer.setTexturePriority is an empty function, but included to allow you to simply call `game.renderer.setTexturePriority` without first having to wrap that in a WebGL check.
2016-07-26 14:56:12 +01:00
photonstorm
dfaf0b99dd
Merge branch 'multitexture-gl' into dev
2016-07-26 14:47:26 +01:00
photonstorm
86affde81b
The file pixi/utils/Polyk.js has been removed, as it was no longer used with Pixi or Phaser (we replaced it with EarCut a while ago)
2016-07-26 14:30:06 +01:00
Richard Davey
19e609185a
Math.rotateToAngle takes two angles (in radians), and an interpolation value, and returns a new angle, based on the shortest rotational distance between the two.
2016-07-25 00:39:38 +01:00
Richard Davey
b69cae4206
The methods setStageReference
and removeStageReference
have been removed from all Pixi classes. Objects no longer have stage
properties, or references to the Stage object. This is because no reference to the Stage is required for any calculations, and Phaser can only have 1 Stage, so adding and removing references to it were superfluous actions.
2016-07-23 14:31:17 +01:00
Richard Davey
ce764e098d
As a result of changes in #2573 Graphics objects were calling updateLocalBounds
on any shape change, which could cause dramatic performances drops in Graphics heavy situations ( #2618 ). Graphics objects now have a new flag _boundsDirty
which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds
is called once in the postUpdate
method (thanks @pengchuan #2618 )
2016-07-23 12:52:35 +01:00
Richard Davey
3d2cb3f8b3
Docs update.
2016-07-23 12:28:16 +01:00
Richard Davey
75272974e9
The Emitter.makeParticles collide
argument didn't work, as a result of #2661 , but is now properly respected thanks to that change (thanks @samme #2662 )
2016-07-23 10:08:34 +01:00
Richard Davey
6947057427
The property checkCollision.none
in the ArcadePhysics.Body class was available, but never used internally. It is now used and checked by the separate
method. By setting checkCollision.none = true
you can disable all collision and overlap checks on a Body, but still retain its motion updates (thanks @samme #2661 )
2016-07-23 10:01:38 +01:00