Commit graph

474 commits

Author SHA1 Message Date
Richard Davey
41c9f8b1e1 Docs update 2018-08-06 00:41:34 +01:00
Richard Davey
c2782d89ca Updated log. 2018-08-03 19:31:02 +01:00
Richard Davey
c6cb0edf60 Updated log. 2018-08-03 19:17:17 +01:00
Richard Davey
ca68904953 The Canvas Renderer has a new batchSprite method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers. 2018-08-03 18:53:50 +01:00
Richard Davey
c98f5edc23 Added resetCropObject method to cut down on duplicate code. 2018-08-03 18:50:36 +01:00
Richard Davey
b65cf0647b New Crop Game Object component. 2018-08-03 18:49:10 +01:00
Richard Davey
8c842f67de Phaser.Utils.String.UUID will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well. 2018-08-03 18:47:27 +01:00
Richard Davey
fc0dc13930 Removed use of currentBlendMode and currentAlpha 2018-08-03 01:53:51 +01:00
Richard Davey
9f44896a3f The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list. 2018-08-03 01:29:18 +01:00
Richard Davey
31421ee00a The CullTiles updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled. 2018-08-03 00:40:56 +01:00
Richard Davey
eff01adbc9 Added divide argument to the Snap methods. 2018-08-03 00:34:11 +01:00
Richard Davey
c4c8b9e6ea Added copyToContext method 2018-08-02 17:23:52 +01:00
Richard Davey
2a66e01577 Added source property so we can purge TSs based on origin 2018-08-02 16:16:46 +01:00
Richard Davey
51163e6d4e If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time. 2018-08-02 15:58:36 +01:00
Richard Davey
7566236d9b Added isRenderTexture property. 2018-08-02 12:34:57 +01:00
Richard Davey
3efc800bf7 Use global string to cut down on size a little. 2018-08-02 12:33:48 +01:00
Richard Davey
7ebf5766e8 Added docs for blankTexture and setBlankTexture. 2018-08-01 13:23:03 +01:00
Richard Davey
73524df816 The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system. 2018-08-01 13:18:28 +01:00
Richard Davey
030911cf60 Log update 2018-07-31 23:22:45 +01:00
Richard Davey
7313573161 The ParticleEmitterManager now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL. 2018-07-31 23:21:07 +01:00
Richard Davey
c3cc4317dd Particle.color has been removed as it's now calculated during rendering to allow for Camera alpha support. 2018-07-31 23:18:49 +01:00
Richard Davey
bc40830f00 Log update 2018-07-31 17:10:46 +01:00
Richard Davey
f26f78f0fe Updated log 2018-07-31 11:53:02 +01:00
Richard Davey
fa2b78192c The CameraManager was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878 2018-07-31 11:34:59 +01:00
Richard Davey
7e73024d83 Added new noReturn destroy boolean for when you absolutely want to nuke the site from orbit. 2018-07-31 10:29:11 +01:00
Richard Davey
3d23013b86 Body setSize changes to fix #3863 PR 2018-07-31 09:39:22 +01:00
Richard Davey
e799a0557a Updated log 2018-07-31 09:31:13 +01:00
Richard Davey
a8b605f42d Zone now calls updateDisplayOrigin in its constructor, causing the displayOriginX and displayOriginY values to now be correct if you create a Zone and then don't resize it. Fix #3865 2018-07-29 12:34:21 +01:00
Richard Davey
2889d68f93 Updated change log 2018-07-29 12:24:14 +01:00
Richard Davey
b30e4185b9 Updated log 2018-07-27 11:19:26 +01:00
Richard Davey
1abe90433f Updated log and docs 2018-07-27 02:49:05 +01:00
Richard Davey
6163340f58 Updated log 2018-07-27 00:53:07 +01:00
Richard Davey
a3c4c60519 Log update. 2018-07-26 16:34:13 +01:00
Richard Davey
c65e7dc5fa Updated log 2018-07-25 23:00:36 +01:00
Richard Davey
e2517486a1 Updated log 2018-07-23 15:52:55 +01:00
Richard Davey
9df7fbaa68 Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854 2018-07-23 13:29:39 +01:00
Richard Davey
09bee35693 Updated log 2018-07-23 01:53:48 +01:00
Richard Davey
2c7280a2c0 Updated log 2018-07-23 01:39:37 +01:00
Richard Davey
2a008e6713 FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now) 2018-07-19 13:21:51 +01:00
Richard Davey
ec5bd1912e GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases. 2018-07-19 13:19:02 +01:00
Richard Davey
1d697b1371 Updated log 2018-07-19 00:42:37 +01:00
Richard Davey
ab35dfab95 The setCrop method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue 2018-07-19 00:18:09 +01:00
Richard Davey
20f1b37256 eslint fix and log update 2018-07-18 15:06:56 +01:00
Richard Davey
b6a1033dbd Fixed Camera FX for scaled camera sizes 2018-07-18 15:03:06 +01:00
Richard Davey
14ba51d928 Added Text.setResolution methods. 2018-07-18 14:45:10 +01:00
Richard Davey
1b9f5dc76d Updated change log 2018-07-18 14:32:55 +01:00
Richard Davey
e29671282b Updated change log 2018-07-17 22:44:28 +01:00
Richard Davey
73292c892a Updated change log 2018-07-16 15:16:29 +01:00
Richard Davey
05e6f65d51 3.11 Release 2018-07-13 11:37:57 +01:00
Richard Davey
9a82bd33e5 Updated change log 2018-07-13 11:14:29 +01:00