Richard Davey
272727459f
Use new shader property
2020-10-21 18:15:28 +01:00
Richard Davey
9531124903
Typo fix
2020-10-21 18:15:19 +01:00
Richard Davey
da47c776fa
New shader class to allow one pipeline to set multiple shaders
2020-10-21 18:15:13 +01:00
Richard Davey
180b29be98
The pipeline can now handle multiple shaders all sharing the same attributes
2020-10-21 18:15:02 +01:00
Richard Davey
c730272ba7
Updated the configs to handle multiple shaders
2020-10-21 18:12:40 +01:00
Richard Davey
4b1c5c1a0b
Improved docs
2020-10-21 11:30:49 +01:00
Richard Davey
7ffa615831
The WebGLPipeline.flushLocked
property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
2020-10-21 11:19:12 +01:00
Richard Davey
6ed84e2f34
Added Mesh.ignoreDirtyCache
flag.
2020-10-21 10:15:12 +01:00
Richard Davey
774b6987c4
Added Face.alpha getter and setter
2020-10-21 10:14:56 +01:00
Richard Davey
aada315bbc
When setting both transparent: true
and backgroundColor
in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362
2020-10-20 14:01:31 +01:00
Richard Davey
8bb1151aca
Fixed RenderTexture.fill rgb order. Fix #5364
2020-10-20 00:50:49 +01:00
Richard Davey
9972594e60
Updated docs. FIx #4229
2020-10-17 12:11:35 +01:00
Richard Davey
faec17f4b0
Cameras.Scene2D.Events.FOLLOW_UPDATE
is a new Event that is dispatched by a Camera when it is following a Game Object. It is dispatched every frame, right after the final Camera position and internal matrices have been updated. Use it if you need to react to a camera, using its most current position and the camera is following something. Fix #5253
2020-10-17 11:37:27 +01:00
Richard Davey
48d9eb6321
The GameObjects.Graphics.fillGradientStyle
method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044
2020-10-16 18:08:31 +01:00
Richard Davey
675e43350d
Physics.Arcade.Body.setDamping
is a new method that allows you to set the useDamping
property of a Body in a chainable way. Fix #5352
2020-10-16 17:57:26 +01:00
Richard Davey
85a284d095
Particles.EmitterOp
now cleanly separates between the different types of property configuration options. start | end
will now ease between the two values, min | max
will pick a random value between them and random: []
will pick a random element. They no longer get mixed together. Fix #3608
2020-10-16 17:52:59 +01:00
Richard Davey
1aaecbe703
Particles.EmitterOp.setMethods
will now reset both onEmit
and onUpdate
to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663
2020-10-16 17:32:22 +01:00
Richard Davey
605ea31146
SceneManager.start
will now reset the SceneSystems.sceneUpdate
reference to NOOP
. This gets set back to the Scene update method again during bootScene
(if it has one) and stops errors with external plugins and multi-part files that may trigger update
before create
has been called. Fix #4629
2020-10-16 16:39:30 +01:00
Richard Davey
0fad1861ae
Update GeometryMask.js
2020-10-16 15:07:32 +01:00
Richard Davey
75f857b645
Update WebGLRenderer.js
2020-10-16 14:11:21 +01:00
Richard Davey
e50339b144
Updated to use new filtered children list
2020-10-16 14:11:15 +01:00
Richard Davey
d35ff331b2
Now takes a pre-filtered list of children to render
2020-10-16 11:36:00 +01:00
Richard Davey
84c1344f63
CameraManager.getVisibleChildren
is a new method that is called internally by the CameraManager.render
method. It filters the DisplayList, so that Game Objects that pass the willRender
test for the given Camera are added to a sub-list, which is then passed to the renderer. This avoids the renderer having to do any checks on the children, it just renders each one in turn.
2020-10-16 11:35:45 +01:00
Richard Davey
653c2ee600
Parallel and divide by zero fix
2020-10-15 18:08:35 +01:00
Richard Davey
ae6112297a
Default tint value should now be 0xffffff. Fix #5358
2020-10-15 12:19:17 +01:00
Richard Davey
37c9b0884d
Updated Polygon points type. Fix #5357
2020-10-15 12:01:13 +01:00
Richard Davey
8a01ae1cb7
Call the component directly to avoid lots of function diving
2020-10-15 11:47:24 +01:00
Richard Davey
536f08a4bf
Avoid deep diving into loads of functions
2020-10-15 11:47:11 +01:00
Richard Davey
67b787ab7c
Update GetTilesWithinWorldXY.js
2020-10-15 11:09:52 +01:00
Richard Davey
db2fdc14d1
Update GetTileAt.js
2020-10-15 11:09:37 +01:00
Richard Davey
f130f5e9a3
Fixed incorrect parameter type
2020-10-15 11:09:19 +01:00
Richard Davey
b4fed98aa2
Update SetCollisionBetween.js
2020-10-15 11:08:18 +01:00
Richard Davey
8d2e7b08c5
Update World.js
2020-10-15 11:07:51 +01:00
Richard Davey
417e57c199
Update Collider.js
2020-10-15 11:07:27 +01:00
Richard Davey
0f87981f47
Improved docs
2020-10-15 11:07:22 +01:00
Richard Davey
c03b5af079
Use mesh size
2020-10-15 10:09:02 +01:00
Richard Davey
020cfab2d6
Fixed issue with no mesh specified and texture getting
2020-10-15 09:58:54 +01:00
Richard Davey
f17743dadf
Changed updateProjectionMatrix
to setPerspective
and added setOrtho
counterpart
2020-10-14 16:32:29 +01:00
Richard Davey
e79ec0c96c
Generate Grid can now calculate w/h based on ortho texture
2020-10-14 16:32:06 +01:00
Richard Davey
675eec8103
Better attenuation
2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f
Much better effect from the light shader
2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4
Fixed shader for clip-space
2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55
Testing new batched lights
2020-10-13 18:17:30 +01:00
Richard Davey
61c0e1c499
Moved Text out of 'static' folder, as it doesn't need to be in there
2020-10-13 11:04:46 +01:00
Richard Davey
8708255948
Removed Layer3D Game Object and old MeshPipeline
2020-10-13 10:56:21 +01:00
Richard Davey
9d23735a23
Lint fix
2020-10-13 10:51:17 +01:00
Richard Davey
19f581327e
Removed Animation component because it would reset the UV coords every frame, so makes things overly complex
2020-10-13 10:50:42 +01:00
Richard Davey
98e877aaeb
Preparing for beta 10
2020-10-12 16:29:39 +01:00
Richard Davey
b3a74a6d5d
ParseTilesets
will now correctly handle non-consequtive tile IDs. It also now correctly sets the maxId
property, fixing a bug where tiles wouldn't render if from IDs outside the expected range. Fix #4367
2020-10-12 13:52:31 +01:00
Richard Davey
e526af7cb9
Lint fix
2020-10-12 13:38:57 +01:00
Richard Davey
3e2041a3c5
Overhauled createFromObjects to make it much more useful. Fix #3817 #4613
2020-10-12 13:31:30 +01:00
Richard Davey
80287f6ee4
Path fixes
2020-10-12 11:51:05 +01:00
Richard Davey
04d80a8b5c
Allow use of old method calls for now
2020-10-12 11:50:13 +01:00
Richard Davey
24777aa327
No need for isoCullDistances
, just use existing cullPadding
properties
2020-10-12 11:42:01 +01:00
Richard Davey
607fec9450
Use a cached Rectangle for speed
2020-10-12 11:40:52 +01:00
Richard Davey
0ba1f08f80
The Static and Dynamic Tilemap Layer objects have been removed and consolidated into the new TilemapLayer class.
2020-10-12 11:40:40 +01:00
Richard Davey
fb11821730
Fixed lots of missing JSDocs
2020-10-12 11:33:33 +01:00
Richard Davey
ae4c45f14a
Fixed renderer so it draws multi tileset isometric tiles properly
2020-10-11 23:05:08 +01:00
Richard Davey
f00bb446f8
Formating fix
2020-10-11 23:04:11 +01:00
Richard Davey
9e68f41118
Formatting
2020-10-11 23:04:00 +01:00
Richard Davey
39f74d2e95
Use a cached vector to save constant allocation and fixed y culling limit
2020-10-11 23:03:52 +01:00
Richard Davey
2e50061699
Opps :)
2020-10-10 11:38:16 +01:00
Richard Davey
7403887099
Preparing for beta 9
2020-10-09 17:56:37 +01:00
Richard Davey
5639862010
Update GenerateGridVerts.js
2020-10-09 17:20:40 +01:00
Richard Davey
2801d3d804
Added setUVs method
2020-10-09 16:22:27 +01:00
Richard Davey
acfb6c469f
Much more powerful grid generation now
2020-10-09 16:22:19 +01:00
Richard Davey
caa69b673d
Better debug rendering
2020-10-09 14:57:07 +01:00
Richard Davey
65e4a7734a
Updated docs
2020-10-09 12:07:37 +01:00
Richard Davey
50a0f0705f
Face is now responsible for determining if it can be rendered, or not. Split the update and load process into two.
2020-10-09 11:55:00 +01:00
Richard Davey
abdd62dd57
Will no longer render Faces it cannot see in the Camera
2020-10-09 11:54:37 +01:00
Richard Davey
88feadb577
Fixed JSDocs, added totalRendered
property.
2020-10-09 11:54:19 +01:00
Richard Davey
f77a5de32c
Geom.Mesh.RotateFace
is a new function that will rotate a Face by a given amount, based on an optional center of rotation.
2020-10-09 11:53:57 +01:00
Richard Davey
bf8cd60aab
Added ability to rotate data on import
2020-10-08 15:53:13 +01:00
Richard Davey
c05cec3ba0
Added JSDocs
2020-10-08 14:40:32 +01:00
Richard Davey
79a1264f8b
Fixed property name
2020-10-08 14:40:25 +01:00
Richard Davey
af0a4dbd37
Updated Mesh to include new functions and docs
2020-10-08 13:24:23 +01:00
Richard Davey
e46ba609a8
Expose new functions
2020-10-08 13:24:09 +01:00
Richard Davey
2f85c8a8ba
Added normals parameters
2020-10-08 13:24:01 +01:00
Richard Davey
e3f7048e22
Removed moved defs
2020-10-08 13:23:44 +01:00
Richard Davey
8838781aa1
Create GenerateGridVerts.js
2020-10-08 13:23:24 +01:00
Richard Davey
d2ea1c45c3
Create GenerateObjVerts.js
2020-10-08 13:23:20 +01:00
Richard Davey
8a73523d6c
Create GenerateVerts.js
2020-10-08 13:23:17 +01:00
Richard Davey
b3f1a7986e
Create GenerateGridConfig.js
2020-10-08 13:23:13 +01:00
Richard Davey
d09764518d
Create GenerateGridVertsResult.js
2020-10-08 13:23:09 +01:00
Richard Davey
20f4e8a66b
Create GenerateVertsResult.js
2020-10-08 13:23:05 +01:00
Richard Davey
1df4661487
Camera.roundPixels now rounds worldView matrix
2020-10-08 11:07:21 +01:00
Richard Davey
114201f497
Fixed tilemaps with missing function
2020-10-08 11:07:05 +01:00
Richard Davey
2e988801ce
Made obj material parsing external
2020-10-08 10:45:03 +01:00
Richard Davey
c0ab4d4ae9
OBJFile can now optionally load a material file along with the model data
2020-10-08 10:44:49 +01:00
Richard Davey
82c87ee814
Create materials
container
2020-10-08 10:44:32 +01:00
Richard Davey
f191283928
Moved ParseObjMaterial to Geom namespace
2020-10-08 10:44:23 +01:00
Richard Davey
727383d4f3
Loader.MultiFile
will now parse the given files array and only add valid entries into the file list, allowing multifiles to now have optional file entries.
2020-10-08 10:44:02 +01:00
Richard Davey
5bb73b5c95
In the Loader.FileTypes.TextFile
config you can now override the type and cache destination for the file.
2020-10-08 10:43:13 +01:00
Richard Davey
324fa6a3b2
Removed MeshCamera, updated Mesh to focus on ortho projections
2020-10-07 22:27:04 +01:00
Richard Davey
9e07e5a27b
Expose RGB
2020-10-07 18:06:39 +01:00
Richard Davey
8f67ffca5f
Starting to add materials
2020-10-07 18:06:33 +01:00
Richard Davey
90824e1485
Removed normalMatrix
2020-10-07 18:06:22 +01:00
Richard Davey
dda4431366
Merged the Layer3D Game Object and pipeline back in for now
2020-10-07 17:44:36 +01:00
Richard Davey
c3fe480905
Finished all docs and added some missing methods and made use of setValues
2020-10-07 17:42:19 +01:00
Richard Davey
75fd64ace7
Modified cam layout
2020-10-07 13:16:24 +01:00
Richard Davey
f6a0a8d96b
Transform based on z value
2020-10-07 13:16:10 +01:00
Richard Davey
55d7b36217
Pass in the z value
2020-10-07 13:16:01 +01:00
Richard Davey
2137e3413d
Added cameraZ parameter
2020-10-07 13:15:53 +01:00
Richard Davey
c6d25c9559
Added z parameter
2020-10-07 13:15:44 +01:00
Richard Davey
8ff78ef08a
Fixed addVerts face addition
2020-10-07 12:45:31 +01:00
Richard Davey
e331638b05
Updated to use transformed values
2020-10-07 12:04:58 +01:00
Richard Davey
caf545d042
Added position, rotation and scale vectors, caching and removed old methods
2020-10-07 12:04:46 +01:00
Richard Davey
a367799da1
Update Vertex.js
2020-10-07 12:04:16 +01:00
Richard Davey
cdc34ef3a8
inputMousePreventDefaultWheel
is a new config option that allows you to control preventDefault
calls specifically on mouse wheel events. Set it via input.mouse.preventDefaultWheel
in the Game Config. It defaults to true
, the same as the previous capture
property did.
2020-10-07 10:14:28 +01:00
Richard Davey
619fd18028
MouseManager.preventDefaultWheel
is a new boolean property, set via the inputMousePreventDefaultWheel
config option that allows you to toggle capture of mouse wheel at runtime.
2020-10-07 10:14:02 +01:00
Richard Davey
2246b63504
inputMousePreventDefaultWheel
is a new config option that allows you to control preventDefault
calls specifically on mouse wheel events. Set it via input.mouse.preventDefaultWheel
in the Game Config. It defaults to true
, the same as the previous capture
property did.
2020-10-07 10:13:50 +01:00
Richard Davey
7a0b056fef
Trying out MeshCamera
2020-10-06 18:05:14 +01:00
Richard Davey
4b7c344497
Added parseOBJMaterial
method and set default texture to __WHITE
2020-10-06 16:00:22 +01:00
Richard Davey
dff414fe82
Added Grid Config typedefs
2020-10-06 13:47:49 +01:00
Richard Davey
1f1edd3742
addGrid
now takes config object and works with texture frames, with or without repeating
2020-10-06 13:42:44 +01:00
Richard Davey
440c33deb8
Use config object
2020-10-06 11:11:28 +01:00
Richard Davey
bbaa5c3eae
Added OBJFileConfig defs
2020-10-06 10:42:22 +01:00
Richard Davey
7287a760ae
Added ParseOBJ type defs
2020-10-06 10:38:21 +01:00
Richard Davey
816c45937d
Removed the Quad Game Object. Mesh can do it better now.
2020-10-06 10:16:46 +01:00
Richard Davey
f0348126de
Improved docs
2020-10-06 09:59:16 +01:00
Richard Davey
b285b2b5bb
Expose manager functions. Fix #5345
2020-10-06 09:59:16 +01:00
Richard Davey
00b8bb4e0f
Merge pull request #5344 from samme/fix/collisions-update-center
...
Correct Arcade Body center after separations
2020-10-06 09:45:41 +01:00
Richard Davey
a0020b2ad4
Fixed paths and addGrid
2020-10-05 17:40:42 +01:00
Richard Davey
b774df9426
More documentation
2020-10-05 17:25:24 +01:00
Richard Davey
57974c120a
Updated docs
2020-10-05 17:12:18 +01:00
Richard Davey
4d7ff23159
Device.Audio.wav
now uses audio/wav
as the canPlayType
check string, instead of audio/wav; codecs="1"
, which should allow iOS13 to play wav files again.
2020-10-05 17:12:09 +01:00
Richard Davey
eb6d342607
Merged the Mesh Geometry functions back in and completed the JSDocs
2020-10-05 16:52:44 +01:00
Richard Davey
6c5a83b862
Added the OBJFile type
2020-10-05 16:52:23 +01:00
Richard Davey
270c2f425d
Create OBJFile.js
2020-10-05 16:52:15 +01:00
Richard Davey
7aaf77a2c6
Merged the Mesh Game Object back in
2020-10-05 16:52:01 +01:00
Richard Davey
8091f09c10
Don't set OutlineStyle if undefined
2020-10-05 13:53:11 +01:00
Richard Davey
706d02873a
Fixed issue with camera flash/fade not working
2020-10-05 13:44:29 +01:00
Richard Davey
468b1ba255
Added 2nd conditional back
2020-10-05 13:43:54 +01:00
Richard Davey
a16ab01e22
MouseManager.isTop
is a new boolean read-only property that flags if the mouse event listeners were attached to window.top
(true), or just window
(false). By default Phaser will attempt window.top
, but this isn't possible in all environments, such as cross-origin iframes, so it will fall back to window
in those cases and set this property to false
2020-10-05 10:40:35 +01:00
Richard Davey
0fb0c094c6
Removed inner loop
2020-10-05 08:07:06 +01:00
Richard Davey
30d80bb74b
Added keyframe
2020-10-05 08:06:53 +01:00
samme
130160f825
Update center after world bounds collision
2020-10-03 13:46:11 -07:00
Richard Davey
c8a99f00f2
Improved JSDocs
2020-10-03 10:15:19 +01:00
Richard Davey
2b99623cdc
Group
now extends EventEmitter
, allowing you to emit custom events from within a Group.
2020-10-03 10:05:38 +01:00
Richard Davey
d9d4d74c89
Updated docs
2020-10-02 14:03:32 +01:00
Richard Davey
42d6188b7a
Now using the GetCullTilesFunction
#4922
2020-10-02 13:53:20 +01:00
Richard Davey
c0c00b66be
Tilemaps.Components.IsometricCullTiles
is a new function that culls tiles in a isometric map.
2020-10-02 13:48:52 +01:00
Richard Davey
ab753ffe10
Tilemaps.Components.StaggeredCullTiles
is a new function that culls tiles in a staggered map.
2020-10-02 13:48:42 +01:00
Richard Davey
0b8b9fb3ba
Tilemaps.Components.HexagonalCullTiles
is a new function that culls tiles in a hexagonal map.
2020-10-02 13:48:33 +01:00
Richard Davey
c44c43a553
Tilemaps.Components.StaggeredCullBounds
is a new function that calculates the cull bounds for a staggered map.
2020-10-02 13:48:22 +01:00
Richard Davey
e42b407721
Tilemaps.Components.HexagonalCullBounds
is a new function that calculates the cull bounds for a hexagonal map.
2020-10-02 13:48:13 +01:00
Richard Davey
2450a16911
Tilemaps.Components.GetCullTilesFunction
is a new function that returns the correct culling function to use.
2020-10-02 13:48:01 +01:00
Richard Davey
c66df4b94b
Deleted unused files
2020-10-02 13:47:49 +01:00
Richard Davey
9c92fccd3a
Updated to use new components
2020-10-02 13:47:36 +01:00
Richard Davey
f58ec09489
Tilemaps.Components.CullBounds
is a new function that calculates the cull bounds for an orthogonal map.
2020-10-02 13:47:27 +01:00
Richard Davey
b11e5fe1fb
Tilemaps.Components.RunCull
is a new function that runs the culling process from the combined bounds and tilemap.
2020-10-02 13:47:10 +01:00
Richard Davey
7980beaeab
Fixed references and docs #4922
2020-10-02 12:09:58 +01:00
Richard Davey
da651dc650
Fixed require filename
2020-10-02 12:06:07 +01:00
Richard Davey
1839e58581
Tidied up formatting #4922
2020-10-02 12:05:52 +01:00
Richard Davey
8ea29b6cf2
Removed console warnings
2020-10-02 12:02:48 +01:00
Richard Davey
89cec01b39
Updated types
2020-10-02 12:02:40 +01:00
Richard Davey
04ecc38a61
Fixed JSDocs and const path #4922
2020-10-02 11:57:37 +01:00
Richard Davey
b09197d8cb
Added proper JSDocs and fixed private accessors #4922
2020-10-02 11:53:23 +01:00
Richard Davey
d5561ad97a
Use cached vec2s to avoid constant vector creation
2020-10-02 11:41:11 +01:00
Richard Davey
aafd5c6cee
Use cached vec2s to avoid constant vector creation
2020-10-02 11:36:44 +01:00
Richard Davey
f03ddf033b
Formatting fix #4992
2020-10-02 11:27:50 +01:00
Richard Davey
a3f67973cd
Corrected documentation and tidied up #4992
2020-10-02 11:25:48 +01:00
Richard Davey
ffb49bdb3a
Tilemaps.Components.StaggeredTileToWorldXY
is a new function that converts staggered tile coordinates to world coordinates.
2020-10-02 11:22:48 +01:00
Richard Davey
4281bc1763
Tilemaps.Components.IsometricTileToWorldXY
is a new function that converts isometric tile coordinates to world coordinates.
2020-10-02 11:22:39 +01:00
Richard Davey
3c3c01d4d5
Tilemaps.Components.HexagonalTileToWorldXY
is a new function that converts hexagonal tile coordinates to world coordinates.
2020-10-02 11:22:30 +01:00
Richard Davey
a51e0b8a68
Tilemaps.Components.GetWorldToTileXYFunction
is a new function that returns the correct conversion function to use.
2020-10-02 11:22:18 +01:00
Richard Davey
6049701d91
Restored previous function
2020-10-02 11:22:02 +01:00
Richard Davey
a89a58bd6c
Restore previous function
2020-10-02 11:16:32 +01:00
Richard Davey
769850a400
Tilemaps.Components.StaggeredTileToWorldY
is a new function that converts a staggered Y coordinate to a world coordinate.
2020-10-02 11:16:18 +01:00
Richard Davey
0b7d3236b4
Tilemaps.Components.HexagonalTileToWorldY
is a new function that converts a hexagonal Y coordinate to a world coordinate.
2020-10-02 11:16:07 +01:00
Richard Davey
0b630754f7
Tilemaps.Components.GetTileToWorldYFunction
is a new function that returns the correct conversion function to use.
2020-10-02 11:15:54 +01:00
Richard Davey
00603c0d39
Tilemaps.Components.GetTileToWorldXFunction
is a new function that returns the correct conversion function to use.
2020-10-02 11:03:56 +01:00
Richard Davey
3eaacffb37
Restore previous function #4992
2020-10-02 11:03:03 +01:00
Richard Davey
0952421bfb
Expose the new functtions #4992
2020-10-02 11:00:30 +01:00
Richard Davey
da3d0108f4
Restore back to previous version
2020-10-02 10:59:24 +01:00
Richard Davey
9c22133bb2
Tilemaps.Components.StaggeredWorldToTileXY
is a new function that converts world coordinates to staggered tile coordinates.
2020-10-02 10:58:36 +01:00
Richard Davey
b8520f3b0d
Tilemaps.Components.IsometricWorldToTileXY
is a new function that converts world coordinates to isometric tile coordinates.
2020-10-02 10:58:18 +01:00
Richard Davey
7402d22c53
Tilemaps.Components.HexagonalWorldToTileXY
is a new function that converts world coordinates to hexagonal tile coordinates.
2020-10-02 10:57:57 +01:00
Richard Davey
7d39bf9217
Tidy return statements
2020-10-02 10:57:14 +01:00
Richard Davey
ef2d4f6d7a
Tilemaps.Components.GetWorldToTileXYFunction
is a new function that returns the correct conversion function to use.
2020-10-02 10:56:44 +01:00
Richard Davey
2537e3ff70
Tilemaps.Components.GetWorldToTileXFunction
is a new function that returns the correct conversion function to use.
2020-10-02 10:37:41 +01:00
Richard Davey
3352bd800c
Restored previous version #4992
2020-10-02 10:37:30 +01:00
Richard Davey
92b431646a
Tilemaps.Components.GetWorldToTileYFunction
is a new function that returns the correct type of translation to use.
2020-10-02 10:31:02 +01:00
Richard Davey
f1c85fc220
Tilemaps.Components.HexagonalWorldToTileY
is a new function that converts world Y coordinates from pixels to hexagonal tile Y coordinates.
2020-10-02 10:30:53 +01:00
Richard Davey
cb09374f9d
Tilemaps.Components.StaggeredWorldToTileY
is a new function that converts world Y coordinates from pixels to staggered tile Y coordinates.
2020-10-02 10:30:43 +01:00
Richard Davey
17df0f7135
Restored to previous version. #4992
2020-10-02 10:30:30 +01:00
Richard Davey
398bdf4314
Tilemap.hexSideLength
is a new property that holds the length of the hexagon sides, if using Hexagonal Tilemaps.
2020-10-02 10:30:08 +01:00
Richard Davey
24437485af
Fixed static function #4992
2020-10-02 10:19:13 +01:00
Richard Davey
ba4be029be
Create TilemapOrientationType.js
2020-10-02 10:18:57 +01:00
Richard Davey
a8bd2204f2
Fixed updatePixelXY
and prioritied orthogonal maps. #4992
2020-10-02 09:52:40 +01:00
Richard Davey
9caadeb364
Lint fix. #4992
2020-10-02 09:49:39 +01:00
Richard Davey
555c47e773
Moved Tilemap const declarations to the correct place. #4992
2020-10-02 09:48:44 +01:00
Richard Davey
c3c35322c4
Merge pull request #4992 from svipal/master
...
Preliminary PR for isometric support
2020-10-02 09:42:47 +01:00
samme
2223aebffb
Don't update center before separation
...
Should be unnecessary now
2020-10-01 10:44:40 -07:00
samme
9a348409e3
Update center after separation
2020-10-01 10:42:30 -07:00
Richard Davey
6bc858e332
Moved out OBJFile and updated PipelineManager
2020-10-01 18:00:02 +01:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
239edd5296
Preparing for beta 8
2020-10-01 17:38:47 +01:00
Richard Davey
4b5450d136
Expose Basic ShaderLib, add Program, Attribute and Uniform handlers
2020-10-01 17:19:13 +01:00
Richard Davey
21cf8bcf78
Create ShaderChunk.js
2020-10-01 16:16:18 +01:00
Richard Davey
6c1a9282c6
Added all of the shader chunks
2020-10-01 16:16:12 +01:00
Richard Davey
8c3226dc91
New shader bundler script
2020-10-01 16:15:00 +01:00
Richard Davey
bf17d061f7
Geometry, VAO and Renderer updated ready for shader build
2020-10-01 14:29:53 +01:00
Richard Davey
2d43561e1a
WebGLRenderer.vaoExtension
is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser.
2020-10-01 13:48:27 +01:00
Richard Davey
0a695e6061
Material can store its own transient properties, rather than using a Map
2020-10-01 12:16:08 +01:00
Richard Davey
4238505ee2
Update Renderer.js
2020-10-01 12:15:54 +01:00
Richard Davey
f9617bd0be
The RenderState class
2020-10-01 12:15:47 +01:00
Richard Davey
dd99853cdb
Created all of the WebGL state handling functions
2020-10-01 12:15:29 +01:00
Richard Davey
d8992ccf9d
WebGLRenderer.instancedArraysExtension
is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser.
2020-10-01 10:57:13 +01:00
Richard Davey
23d6c68f1c
Update Renderer.js
2020-09-30 17:45:12 +01:00
Richard Davey
b05d7f5481
Starting core renderer
2020-09-30 17:45:05 +01:00
Richard Davey
c0bfb6a61c
Added basic Camera and Frustum
2020-09-30 17:07:57 +01:00
Richard Davey
3baa34bea5
Create Mesh.js
2020-09-30 17:07:40 +01:00
Richard Davey
ee7804f515
Matrix4.getInverse
is a new method that takes a Matrix4, copies it to the current matrix, then returns the inverse of it.
2020-09-30 17:07:32 +01:00
Richard Davey
1907bda5ee
Update GameObjectFactory.js
2020-09-30 16:30:12 +01:00
Richard Davey
5313356fb0
Added basic Geometry
2020-09-30 15:30:50 +01:00
Richard Davey
6ab0803469
Fixed path
2020-09-30 15:11:42 +01:00
Richard Davey
abf7756e19
Starting to flesh out the Layer3D Plugin basics
2020-09-30 15:10:48 +01:00
Richard Davey
1c2c479689
Include Layer3D if feature enabled
2020-09-30 15:09:57 +01:00
Richard Davey
f8d7e823d7
Quaternion.setFromRotationMatrix
is a new method that will set the rotation of the quaternion from the given Matrix4.
2020-09-30 15:09:35 +01:00
Richard Davey
9afaf5f2c0
Moved RGB class
2020-09-30 14:16:13 +01:00
Richard Davey
7f3e6798e4
Added multiplyMatrices
and premultiply
methods and removed unused method.
2020-09-30 14:02:16 +01:00
Richard Davey
06d359dc25
Matrix4.transform
is a new method that will generate a transform matrix from the given position and scale vectors and a rotation quaternion.
...
Removed un-used methods.
2020-09-30 13:48:59 +01:00
Richard Davey
d3e318a51c
Added projectViewMatrix
and unprojectViewMatrix
.
2020-09-30 13:39:48 +01:00
Richard Davey
40a808cb50
Matrix4.lookAtRH
is a new method that will generate a right-handed look-at matrix from the given eye, target and up positions.
2020-09-30 13:36:14 +01:00
Richard Davey
51ab68573f
Matrix4.getMaxScaleOnAxis
is a new method that will return the maximum axis scale from the Matrix4.
2020-09-30 13:19:20 +01:00
Richard Davey
7896bb4157
Added new methods.
...
* `Vector3.setFromMatrixPosition` is a new method that will set the components of the Vector3 based on the position of the given Matrix4.
* `Vector3.setFromMatrixColumn` is a new method that will set the components of the Vector3 based on the specified Matrix4 column.
* `Vector3.fromArray` is a new method that will set the components of the Vector3 based on the values in the given array, at the given offset.
* `Vector3.min` is a new method that will set the components of the Vector3 based on the `Main.min` between it and the given Vector3.
* `Vector3.max` is a new method that will set the components of the Vector3 based on the `Main.max` between it and the given Vector3.
* `Vector3.addVectors` is a new method that will set the components of the Vector3 based on the addition of the two Vector3s given.
* `Vector3.addScalar` is a new method that will multiply the components of the Vector3 by the scale value given.
* `Vector3.applyMatrix3` is a new method that will take a Matrix3 and apply it to the Vector3.
* `Vector3.applyMatrix4` is a new method that will take a Matrix4 and apply it to the Vector3.
2020-09-30 13:18:45 +01:00
Richard Davey
c299c9e108
Renamed method to setFromEuler
2020-09-30 11:23:01 +01:00
Richard Davey
3b8c78cca2
Quaternion.fromEuler
is a new method that will set the quaternion from the given Euler
object, optionally calling the onChangeCallback
in the process.
...
The `Quaternion.set` method has a new optional boolean parameter `update` (defaults to `true`), which will call the `onChangeCallback` if set.
2020-09-30 11:21:28 +01:00
Richard Davey
8823f7f0e4
Removed Layer3D and Quad Game Objects
2020-09-30 11:03:19 +01:00
Richard Davey
11e6101f8d
Added Math.Euler class
2020-09-30 11:02:54 +01:00
Richard Davey
368df2acef
Quaternion
now has a new property onChangeCallback
which, if set, will be invoked each time the quaternion is updated. This allows you to link change events to other objects.
...
Internally, the `Quaternion` class now has 4 new private properties: `_x`, `_y`, `_z` and `_w` and 4 new getters and setters for the public versions. It also now passes most methods via `set` to allow for the onChange callback to be invoked. This does not change the public-facing API.
2020-09-30 11:02:33 +01:00
Richard Davey
4dfa49fc05
Fix return states
2020-09-30 09:23:58 +01:00
Richard Davey
0e72b3d3a0
Container doesn't need to be on the updateList, so remove the handler.
2020-09-30 09:20:16 +01:00
Richard Davey
24de03ca96
Added missing ADDED_TO_SCENE
handlers
2020-09-29 20:14:30 +01:00
Richard Davey
12c8ddfd05
Use getXRound
2020-09-29 18:05:39 +01:00
Richard Davey
9619995527
Add to UpdateList if not on Display List
2020-09-29 18:05:29 +01:00
Richard Davey
8119ce7da1
Fixed use of old camera private properties
2020-09-29 16:44:11 +01:00
Richard Davey
76d2630f8b
Fixed Shake effect
2020-09-29 16:43:42 +01:00
Richard Davey
83542ff51d
Merge pull request #5330 from somnolik/fix-render-texture-group
...
Fix drawing Group to RenderTexture
2020-09-29 12:22:07 +01:00
Richard Davey
780e1d9adb
Texture parsed files no longer store their data in the data caches as well.
...
You can now use `TextureManager.remove` to remove a texture and not have to worry about clearing the corresponding JSON or XML cache entry as well in order to reload a new texture using the same key. Fix #5323
2020-09-29 10:38:44 +01:00
Richard Davey
90096a6b64
Added mention about tint to the docs. Fix #5327
2020-09-29 09:31:09 +01:00
samme
e639bb73d8
Correct Arcade Body types
...
For TypeScript
Fixes #5328
2020-09-28 11:42:21 -07:00
Richard Davey
f9803774dd
The Line
Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596
2020-09-28 17:00:15 +01:00
Richard Davey
1d66284a22
Removed debug logs and finished JSDocs
2020-09-28 15:25:43 +01:00
Richard Davey
34be82a20c
Added processX and processY methods
2020-09-28 15:25:28 +01:00
Richard Davey
4d484e2c0c
Updated to handle face blocking and all possible checks
2020-09-28 13:07:32 +01:00
Richard Davey
731e661d56
No longer needed
2020-09-28 13:07:11 +01:00
Richard Davey
4785953368
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-28 08:07:23 +01:00
Richard Davey
09c2a2d622
Testing new separation
2020-09-28 08:07:19 +01:00