Commit graph

1675 commits

Author SHA1 Message Date
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
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
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