Commit graph

14732 commits

Author SHA1 Message Date
Svipal
809d0b7495 merged master 2020-08-09 13:13:09 +02:00
Svipal
241d4193e8 let's try again 2020-08-09 12:33:52 +02:00
Svipal
97bb9b4a8f bad bad idea 2020-08-09 12:33:26 +02:00
Svipal
c77731d127 bad idea 2020-08-09 12:24:56 +02:00
Svipal
b4a1473fea test 2020-08-09 12:13:29 +02:00
Svipal
a72efc8ac8 Update ParseTileLayers.js 2020-08-09 11:50:25 +02:00
Richard Davey
0cca001845 3.50 Beta 1 dist 2020-08-06 17:30:51 +01:00
Richard Davey
7cc616c7b8 Bump version 2020-08-06 17:07:16 +01:00
Richard Davey
75da5b2f22 Reset all textures on rebind, which is what Externs need when finishing 2020-08-06 17:06:26 +01:00
Richard Davey
e77639561b Use charIndex, not i 2020-08-06 17:06:10 +01:00
Richard Davey
6aaf54e8a7 Don't add frame if empty 2020-08-05 14:15:01 +01:00
Richard Davey
cae1de043f Update CHANGELOG.md 2020-08-05 12:48:19 +01:00
Richard Davey
96a64eae4e ParseXMLBitmapFont has a new optional parameter texture. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser. 2020-08-05 12:46:28 +01:00
Richard Davey
d98d305e2f Frame.setUVs is a new method that allows you to directly set the canvas and UV data for a frame. Use this if you need to override the values set automatically during frame creation. 2020-08-05 12:45:07 +01:00
Richard Davey
a2c9c3cef6 Fix char right adjustment 2020-08-05 11:48:25 +01:00
Richard Davey
00e5c5fe0f Update BitmapTextSize.js 2020-08-04 11:25:10 +01:00
Richard Davey
ee01d36918 Update BitmapTextCharacter.js 2020-08-04 11:25:07 +01:00
Richard Davey
1db3ba72f8 Cache shadow values 2020-08-04 11:25:03 +01:00
Richard Davey
50dcc624df Get Character using char top, right and bottom 2020-08-04 11:24:56 +01:00
Richard Davey
1ae0cfc619 Include char top, right and bottom values 2020-08-04 11:24:43 +01:00
Richard Davey
b64c85c25c Update CHANGELOG.md 2020-08-04 10:35:29 +01:00
Richard Davey
380cc422b2 The ScaleManager.updateBounds method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds method directly, yourself. 2020-08-04 10:35:29 +01:00
Richard Davey
4b003ee7c4
Merge pull request #5250 from samme/docs/setInteractive
Rename all setInteractive() arguments, and docs
2020-08-04 09:49:32 +01:00
samme
981a4b1a0a Rename all setInteractive() arguments, and docs 2020-08-03 13:33:30 -07:00
Richard Davey
2c1249e4e9 Update CHANGELOG.md 2020-08-03 17:54:44 +01:00
Richard Davey
0d04e40e28 Updated jsdocs 2020-08-03 17:54:40 +01:00
Richard Davey
111a4e1ce2 Calling Rectangle.setSize() wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change. 2020-08-03 17:54:29 +01:00
Richard Davey
edf074ba47 Update CHANGELOG.md 2020-08-03 11:33:44 +01:00
Richard Davey
47a62cd30c If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653 2020-08-03 11:33:41 +01:00
Richard Davey
c12eb98c49 Update CHANGELOG.md 2020-08-03 10:53:32 +01:00
Richard Davey
2f574070d5 Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225 2020-08-03 10:53:27 +01:00
Richard Davey
d616ed71b7 Update CHANGELOG.md 2020-08-03 10:50:18 +01:00
Richard Davey
0402717834 Expose new function 2020-08-03 10:49:27 +01:00
Richard Davey
ec845ce015 Use GetColorFromValue 2020-08-03 10:49:05 +01:00
Richard Davey
6a32ff56f3 Display.Color.GetColorFromValue is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes. 2020-08-03 10:48:52 +01:00
Richard Davey
0266c7f0a2 Updated docs #5231 2020-08-03 10:37:01 +01:00
Richard Davey
87cf99d0ca Update CHANGELOG.md 2020-08-03 10:32:24 +01:00
Richard Davey
8db2543e27
Merge pull request #5242 from samme/fix/collide-with-friction
Fix collisions for objects moved by friction
2020-08-03 10:27:01 +01:00
Richard Davey
08e346952a
Merge pull request #5234 from samme/patch-4
Docs: Phaser.Physics.Arcade.Group#defaults
2020-08-03 10:23:15 +01:00
Richard Davey
da05cfa1ad
Merge pull request #5244 from 16patsle/Fix_Text_types
Fix types for Text, TextFactory and TextCreator
2020-08-03 10:20:40 +01:00
Richard Davey
c9330fd469
Merge pull request #5241 from samme/docs/add-existing
Docs: generic return for add.existing()
2020-08-03 10:19:42 +01:00
Richard Davey
4ac240f280 Added String.RemoveAt 2020-08-02 23:52:45 +01:00
Richard Davey
70d7341804 Update CHANGELOG.md 2020-08-01 21:06:45 +01:00
Richard Davey
2810396dc7 The KeyboardPlugin will now track the key code and timestamp of the previous key pressed and compare it to the current event. If they match, it will skip the event. On some systems if you were to type quickly, you would sometimes get duplicate key events firing (the exact same event firing more than once). This is now prevented from happening. 2020-08-01 21:06:42 +01:00
Richard Davey
c4000843ec The KeyboardManager and KeyboardPlugin were both still checking for the InputManager.useQueue property, which was removed several versions ago. 2020-08-01 20:54:45 +01:00
Richard Davey
4f2aedb474 Update CHANGELOG.md 2020-08-01 20:32:53 +01:00
Richard Davey
fccd00e8c5 Remove deprecated events 2020-08-01 20:32:50 +01:00
Patrick Sletvold
edf0c17703
Use TextPadding type in Text game object 2020-08-01 13:35:02 +02:00
Patrick Sletvold
87e8eba213
Correctly type style in TextFactory 2020-08-01 13:34:37 +02:00
Patrick Sletvold
a525e43dcf
Add TextConfig type for TextCreator 2020-08-01 13:34:07 +02:00