Richard Davey
8a9cfdf83b
Added properties and methods to Scale Manager ready for integration
2018-08-07 16:25:45 +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
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
c65e3c7428
Added FB Instant Games Plugin to core (will prepare for moving to unique build once feature complete)
2018-07-27 08:33:51 +01:00
Richard Davey
c741469894
Added optional DOM Container parent and config values
2018-07-18 17:22:52 +01:00
Richard Davey
e6e33f5e21
Added Game.isOver and mouseover and mouseout events.
2018-06-11 12:32:25 +01:00
Richard Davey
56888fd5db
Game will now auto-focus and prevent focus loss for the keyboard when clicking away and back again
...
* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
2018-05-18 17:37:45 +01:00
Richard Davey
32818ee9cd
jsdoc fixes
2018-05-17 15:10:23 +01:00
Richard Davey
6d1166a9c2
lint fixes
2018-05-15 14:28:27 +01:00
Richard Davey
350cb037b7
All systems now register themselves with the new PluginCache
2018-05-15 12:51:50 +01:00
Richard Davey
4741ee02b1
Updated docs and lint fixes
2018-05-11 18:55:44 +01:00
Richard Davey
ade37dd35e
Game.step now uses more events and less direct calls.
2018-05-11 01:50:16 +01:00
Richard Davey
be330e609e
Moved PluginManager to new location
2018-05-10 17:14:33 +01:00
Richard Davey
cc9d3160b1
Update type
2018-05-10 13:07:49 +01:00
Richard Davey
7a4b29872e
Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653
2018-05-10 12:25:33 +01:00
Richard Davey
8f54932f93
Remove canvas from parent node.
2018-04-19 14:23:55 +01:00
Richard Davey
5ccac599a6
Updated docs and destroy properties
2018-04-16 17:14:12 +01:00
Richard Davey
b28a7276f4
Fixed Game.destroy
2018-04-16 17:02:32 +01:00
Evan Cobb
4270660c31
adding documentation to some files with only one [description] tag
2018-04-08 14:13:02 -05:00
Richard Davey
d838097763
Game.destroy now checks to see if the renderer
exists before calling destroy on it. Fix #3498
2018-04-03 15:41:02 +01:00
Richard Davey
91008232ad
jsdoc fixes
2018-03-29 13:12:07 +01:00
Richard Davey
747f09af86
jsdoc fixes
2018-03-28 15:04:09 +01:00
orblazer
0d58832e5f
Fix types on Animations and Boot
2018-03-27 13:30:00 +02:00
Richard Davey
f500f5509b
Added DeviceConf def
2018-03-21 14:40:30 +00:00
orblazer
37b6fc5862
Fix many multiple types
2018-03-20 15:58:02 +01:00
orblazer
33e49a4416
Add callbacks on Boot, Actions and Create
2018-03-19 22:37:47 +01:00
Richard Davey
cc0998660e
Updated jsdocs
2018-03-18 13:43:37 +00:00
Rafael Barbosa Lopes
61fbbdacd9
Removed a few blank lines along the way.
2018-03-05 13:15:16 -03:00
Rafael Barbosa Lopes
20e3825e1f
Pass game instance as boot callback arguments.
...
It may be useful to run some operations while the game is booting.
However, if a living instance of the game is necessary during this
process, only way possible is using a global variable at the moment.
This commit aims to amend that so whenever needed the game instance
reference is passed down and can be used inside the {pre,post}Boot
callbacks.
2018-03-05 13:09:12 -03:00
Richard Davey
252a76f416
The Headless render mode has been implemented. You can now set HEADLESS as the renderType
in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256
2018-02-28 21:57:32 +00:00
Richard Davey
cf01056913
Game.resize now resizes the SceneManager and emits an event.
2018-02-28 17:18:25 +00:00
Richard Davey
d4d2b21d6c
Added Game.resize to help with resizing the game config, renderer and input in one
2018-02-28 14:26:24 +00:00
Richard Davey
8425629165
jsdoc fixes.
2018-02-12 23:51:47 +00:00
Richard Davey
e607d14171
Added jsdocs.
2018-02-12 23:13:16 +00:00
Richard Davey
2813ac8162
Moved PluginManager and merged configs into single root file for easier changing.
2018-02-12 23:03:48 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
fd9cf6c1f7
Added jsdocs
2018-02-12 15:18:31 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
a802914243
Added in destroy methods for all managers and invoked them from Game
2018-01-31 03:38:10 +00:00
Richard Davey
4ec30b8db8
Recoded the Data component
...
Added is back in as DataManager, which Game Objects can have an instance of. Plus exposed as DataManagerPlugin available to Scenes. Removed callback based system and implemented events and fixed the destroy method.
2018-01-30 00:55:27 +00:00
Richard Davey
cb2891db8a
Added jsdocs to the Device inspector, removed out-dated properties and changed case of Device access
2018-01-25 17:03:35 +00:00
Richard Davey
897d3f2b70
Added jsdocs
2018-01-25 00:48:48 +00:00
Richard Davey
f676fc2bbd
Recoded the SceneManage
...
The Scene Manager no longer tries to maintain an 'active' list and instead just iterates the scenes in order, skipping those that aren't awake. Scene array changing events like moveUp etc are queued if the list is being processed and the ScenePlugin has been vastly updated to take care of this. You can now happily move scenes around the list, block scene input, consume input events, switch scenes around and more.
2018-01-20 04:47:03 +00:00
Richard Davey
86fe054c63
Game boot sequence is now split-up to allow time for non-blocking, but time sensitive plugins (like the Texture Manager) to complete starting up before the main loop begins. Texture Manager now checks on state of default images before telling Game it is ready.
2018-01-18 14:01:29 +00:00
Richard Davey
e017a71f32
Game emits a boot event, which its managers listen for
2018-01-18 05:16:52 +00:00
Richard Davey
570cbde7da
Renamed SceneManager.
2018-01-16 16:33:30 +00:00
Richard Davey
d6a1abcd2a
Renamed to CacheManager.
2018-01-16 16:30:11 +00:00
Richard Davey
26fd3ee661
Renamed input manager files and refs.
2018-01-16 16:14:21 +00:00
Richard Davey
08f3e70b6d
Merged Input Manager source and updated paths.
2018-01-16 16:00:37 +00:00
Richard Davey
c77c412183
Updated paths.
2018-01-16 13:04:35 +00:00