Commit graph

18620 commits

Author SHA1 Message Date
Richard Davey
428f008337 Import namespace 2023-02-14 01:30:07 +00:00
Richard Davey
3f428c4295 jsdocs fix 2023-02-14 01:29:57 +00:00
Richard Davey
2589557f4d Don't resize if locked from resizing 2023-02-14 01:29:46 +00:00
Richard Davey
050f3d4708 Reset default strength 2023-02-14 01:29:21 +00:00
Richard Davey
34c3468961 Create GlowFXPipeline.js 2023-02-14 01:29:05 +00:00
Richard Davey
ed1f79e57e Added Vignette and BaseFX class 2023-02-13 21:21:18 +00:00
Richard Davey
532d5a9375 Revised FX pipeline. Added Glow, Shadow and Pixelate. Tested against multi-pass. 2023-02-13 18:50:27 +00:00
samme
2a5a7d07f9 Fix "listener.positionX is undefined" error
Fixes #6385
2023-02-13 10:12:04 -08:00
Richard Davey
c09ce7b2e9 Upgraded eslint 2023-02-13 14:51:31 +00:00
Richard Davey
963ff647e6 Testing out a possible FX Pipeline 2023-02-13 01:30:22 +00:00
Richard Davey
98ced9a38b Update CHANGELOG-v3.60.md 2023-02-12 21:09:02 +00:00
Richard Davey
cf6b0971cb Renaming SpriteFX to PreFX 2023-02-12 21:08:58 +00:00
Mizuno Kazumi
ad11d11dcc Fix renderFlags after changing scaleX/scaleY 2023-02-11 18:13:59 +03:00
Emil Schnedler Vad
70aedd9344 fixed order of function check 2023-02-10 14:03:24 +01:00
Richard Davey
ed205f586b Bloom FX 2023-02-09 18:46:49 +00:00
Richard Davey
f6f1bf2281 Corrected jsdocs 2023-02-09 16:30:03 +00:00
Emil Schnedler Vad
f21834c50b container#getBounds now also support getTextBounds for bounds calculations 2023-02-09 14:33:28 +01:00
Richard Davey
56e233f539 Updated for 3.60 Beta 19 2023-02-08 14:36:26 +00:00
Richard Davey
d8ea418ae6 Gave Camera post pipeline 2023-02-07 21:37:04 +00:00
Richard Davey
2f081ab360 Fixed various jsdocs 2023-02-07 01:24:10 +00:00
Richard Davey
41fca78dda Update CHANGELOG-v3.60.md 2023-02-06 17:44:26 +00:00
Richard Davey
197d2215a7 If a SpineContainer had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627 2023-02-06 17:44:22 +00:00
Richard Davey
31ee106a8d Update CHANGELOG-v3.60.md 2023-02-06 17:35:53 +00:00
Richard Davey
083a465f8d Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The SpineFile loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was bonus and the PNG in the atlas was coin.png then the final key (as stored in the Texture Manager) is now bonus:coin.png. The SpinePlugin.getAtlasCanvas and getAtlasWebGL methods have been updated to reflect this change. Fix #6022 2023-02-06 17:35:50 +00:00
Richard Davey
b4ea85107b Update CHANGELOG-v3.60.md 2023-02-06 16:45:38 +00:00
Richard Davey
1fa400b431 The Spine Plugin add and make functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via addToScene: false) then the Sprite would take on the texture frame entirely from that point on. Fix #6362 2023-02-06 16:44:32 +00:00
Richard Davey
b2f9c522ff Update CHANGELOG-v3.60.md 2023-02-06 16:14:23 +00:00
Richard Davey
54e7754863 Using drawDebug on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380 2023-02-06 16:14:17 +00:00
Richard Davey
8aed62c64e Update CHANGELOG-v3.60.md 2023-02-06 14:36:55 +00:00
Richard Davey
ac1bcd61a6
Merge pull request #6383 from samme/fix/camera-alpha-single
Change BaseCamera to AlphaSingle
2023-02-06 14:35:26 +00:00
Richard Davey
000c08d229 Upgraded eslint and ts 2023-02-06 14:22:02 +00:00
samme
7f345dfab5 Change BaseCamera to AlphaSingle 2023-02-03 10:32:58 -08:00
Richard Davey
a493f51192 Set the Post Pipeline name into the instance correctly, so we can pass by reference to setPostPipeline 2023-02-03 18:26:56 +00:00
Richard Davey
ea697d3940 Update CHANGELOG-v3.60.md 2023-02-03 17:52:40 +00:00
Richard Davey
36e6bc8a05 Added PostPipeline component 2023-02-03 17:52:36 +00:00
Richard Davey
f1032c8af5 Swapped to use PostPipeline only 2023-02-03 17:52:23 +00:00
Richard Davey
e82189f0fd Remove all Post Pipeline related functions 2023-02-03 17:41:56 +00:00
Richard Davey
65ca9cc967 PostPipeline is a new Game Object component that deals specifically with Post Pipelines 2023-02-03 17:41:43 +00:00
Alex West
6f6f96959d Efficient spatial audio processing 2023-02-02 17:43:04 +00:00
Alex West
ee2bf925ae Missed reference 2023-02-02 14:53:22 +00:00
Alex West
f1b40a8475 audioDestination to listenerPosition 2023-02-02 14:52:28 +00:00
Alex West
2507bb0fa4 Blip in sound's spatial source on play and pause. 2023-02-02 13:55:08 +00:00
Alex West
2df3d5979d Merge branch 'spatial-sound' of https://github.com/alxwest/phaser into spatial-sound 2023-02-02 13:22:30 +00:00
Richard Davey
e699fef68b Typo 2023-02-01 18:27:32 +00:00
Richard Davey
fa5685603f Update CHANGELOG-v3.60.md 2023-02-01 18:18:44 +00:00
Richard Davey
35163ec483 TileSprite will now error if you try and use a Dynamic Texture. Fix #6368 2023-02-01 18:18:41 +00:00
Richard Davey
884a2f1fad Added Matter Walls type 2023-02-01 18:08:40 +00:00
Richard Davey
fb7f43299c Update CHANGELOG-v3.60.md 2023-02-01 17:27:46 +00:00
Richard Davey
a679b3e835 Update SpatialSoundConfig.js 2023-02-01 17:22:52 +00:00
Richard Davey
3dd5d63bd3 Don't stop if not playing animation. Fix #6381 2023-02-01 17:22:46 +00:00