Commit graph

5359 commits

Author SHA1 Message Date
Felipe Alfonso
70d86d7fc7 Merge branch 'multitexture-gl' into dev 2016-09-19 18:18:08 -03:00
Felipe Alfonso
c22f37818f Fixed issue when initializing pixishader from filter manager 2016-09-19 18:17:51 -03:00
Felipe Alfonso
dd3950a3e3 removed unnecessary comments 2016-09-19 17:55:30 -03:00
Felipe Alfonso
ca07b988a0 Merge branch 'renderer-updates' into texture-compression-webgl 2016-09-19 14:20:39 -03:00
Felipe Alfonso
840ea05bae Fix that allows for using filters with multi texture. It'll still be disabled for filter textures and render targets (framebuffers) 2016-09-16 17:43:55 -03:00
Felipe Alfonso
0f63bfa210 Fixed problem with filters. If filters are used multi-texture batching support is dropped. 2016-09-15 17:25:46 -03:00
Felipe Alfonso
e67830fb13 wip fixing pixi's filter manager bug with multi-texture implementation 2016-09-15 16:53:34 -03:00
James Lowrey
b41d2453a9 TS defs 2016-09-14 18:34:16 -07:00
James Lowrey
ff75721507 minor docs fixes from last commit 2016-09-14 18:31:21 -07:00
James Lowrey
a6302cdd9a fixed between() docs and updated it to accept negative numbers, default values, and auto-orders min/max parameters if they're input wrong. Added a random() function that does the same but returns floats instead of integers 2016-09-14 18:25:58 -07:00
Felipe Alfonso
b7a61200e0 Fixed framebuffer / FilterTexture issue when using multi texture batching 2016-09-14 17:13:08 -03:00
Felipe Alfonso
e99ab878fd Fixing framebuffer src -> dst bug 2016-09-14 16:12:52 -03:00
Felipe Alfonso
34cb845ac8 Wip fixing filter issue with multitexture 2016-09-12 23:17:25 -03:00
Felipe Alfonso
c8f7761cc9 Added selection of multi texture for the rest of PIXI shaders 2016-09-12 19:00:29 -03:00
Felipe Alfonso
58f74ec16b Merge branch 'dev' into multitexture-gl
Conflicts:
	src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-08 19:51:25 -03:00
Felipe Alfonso
224c397622 Added dynamic shader selection if multi texture is enabled. If not it'll fallback to default pixi shader 2016-09-08 19:28:19 -03:00
Felipe Alfonso
4ecab8a912 Merge branch 'renderer-updates' into multitexture-gl 2016-09-08 19:21:26 -03:00
Felipe Alfonso
7350509f0b by default multitexture is disabled 2016-09-08 19:17:59 -03:00
Felipe Alfonso
8a8e026ce3 Merge commit '314b0889750792fcfbe240296361e58db224ed91' into multitexture-gl 2016-09-08 16:13:10 -03:00
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
8a78029e2b Merge pull request #2728 from samme/issue-2720
Add a hint for resizing Body of scaled Sprites
2016-09-07 23:27:34 +01:00
Richard Davey
5c143f777a Merge pull request #2722 from chriteixeira/master
Fixing the return type in typings for BitmapData.getPixel
2016-09-07 23:26:57 +01:00
Richard Davey
1193bc7d47 Return null instead of false. 2016-09-07 23:25:37 +01:00
Richard Davey
ec29511f42 Docs update. 2016-09-07 23:23:47 +01:00
Richard Davey
f990e632f1 Tidying-up code style. 2016-09-07 23:23:47 +01:00
Richard Davey
fb524d351b Docs update. 2016-09-07 23:23:47 +01:00
Richard Davey
c3b4590e29 Merge pull request #2731 from JTronLabs/dev
Cleaned up commits from previous PR
2016-09-07 23:23:04 +01:00
Richard Davey
85fc05ec0b Merge pull request #2729 from samme/line-fromSprite-center
Use centerX, centerY in Phaser.Line#fromSprite
2016-09-07 23:16:01 +01:00
Richard Davey
07994c37a1 Merge pull request #2739 from samme/issue-2738
Test for `camera.fx` before resetting
2016-09-07 23:12:00 +01:00
Richard Davey
e5c511bd79 Merge pull request #2742 from alex-espinoza/issue-2741
Remove use of non-existent begin variable and reference beginIndex instead
2016-09-07 23:09:00 +01:00
Alex Espinoza
e6cb910d6a Remove use of non-existent begin variable and
reference beginIndex instead
2016-09-05 23:30:43 -04:00
samme
b67073c62d Test for camera.fx before resetting 2016-09-04 11:18:08 -07:00
James
42ca43d98c updated docs on Arcade body's setSize 2016-08-30 17:08:25 -05:00
James
99f0fb63bd prevent crash if weapon's bullets have not yet been initialized before settting _bulletClass 2016-08-30 17:05:27 -05:00
James
639b9161f7 updated docs on weapon's setBulletBodyOffset 2016-08-30 17:03:10 -05:00
James
3c605285ee updated weapon's fire() docs 2016-08-30 16:58:27 -05:00
samme
792ae127bf Add a hint for resizing Body of scaled Sprites 2016-08-29 12:50:05 -07:00
samme
f6cdcc3878 Use centerX, centerY in Phaser.Line#fromSprite 2016-08-29 12:08:31 -07:00
Christiano Teixeira
5ef9e8a24b Fixing the return type in typings for BitmapData.getPixel 2016-08-27 15:28:40 -03:00
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
d8b9e2ba06 Added uglytest. 2016-08-25 16:42:59 +01:00
photonstorm
a84021679b Tidied up how crop destroys itself. 2016-08-25 16:41:26 +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
cbbb2cd97b Created _rotatedPoint in the constructor, and tidied up code formatting to match the rest of Phaser #2672 2016-08-25 13:12:42 +01:00
photonstorm
2409499b4d Docs update. 2016-08-25 13:07:42 +01:00
Richard Davey
dfbdd59f33 Merge pull request #2672 from bobonthenet/master
Weapon.Fire now tracks offset rotation
2016-08-25 13:06:31 +01:00