Commit graph

15493 commits

Author SHA1 Message Date
Richard Davey
168fb9d2b7 Update CHANGELOG.md 2020-09-11 15:58:25 +01:00
Richard Davey
7475b15976 Preparing for Beta 6 2020-09-11 15:56:53 +01:00
Richard Davey
9746b473f8
Merge pull request #5297 from samme/fix/phaser-time-is-undefined
Fix Phaser.Time is undefined in Phaser.Time.Clock#addEvent
2020-09-11 15:56:26 +01:00
samme
93b5aebdbe Fix undefined TimerEvent
Fixes #5294
2020-09-11 07:45:22 -07:00
Richard Davey
dff71b6ae2 Update CHANGELOG.md 2020-09-11 15:29:04 +01:00
Richard Davey
6c8191f7c5 Fixed Audio and Video type defs. Fix #5295 2020-09-11 15:29:01 +01:00
Richard Davey
9f328700cb Update CHANGELOG.md 2020-09-11 15:22:56 +01:00
Richard Davey
1c2a79ac51 The Scale Managers GetScreenOrientation function will now check for window.orientation first, because iOS mobile browsers have an incomplete implementation of the Screen API, forcing us to use the window value as a priority. This means the Scale Manager will now emit orientationchange events correctly on iOS. Fix #4361 #4914 2020-09-11 15:22:53 +01:00
Richard Davey
60e311afe5 Updated JSDocs 2020-09-11 15:16:37 +01:00
Richard Davey
111702b820 Update CHANGELOG.md 2020-09-11 14:01:58 +01:00
Richard Davey
2acfbfbe71 Gamepad._created is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890. 2020-09-11 14:01:55 +01:00
Richard Davey
5ecdc3b4a2 The GamepadPlugin will now call refreshPads as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1 and similar. Fix #4890 2020-09-11 14:00:14 +01:00
Richard Davey
a54a3a3e96 Update CHANGELOG.md 2020-09-11 12:23:36 +01:00
Richard Davey
00b799db23 Use Event const, not string. 2020-09-11 12:23:33 +01:00
Richard Davey
c90a3847e4 DataManager.Events.DESTROY is a new event that the Data Manager will _listen_ for from its parent and then call its own destroy method when received. 2020-09-11 12:21:39 +01:00
Richard Davey
fc6240cca8 Update CHANGELOG.md 2020-09-11 12:10:14 +01:00
Richard Davey
ce236f0d69 ScaleManager.refresh is now called when the Game.READY event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4905 2020-09-11 12:10:10 +01:00
Richard Davey
e8a8dd53e7 Update CHANGELOG.md 2020-09-11 11:08:45 +01:00
Richard Davey
57657ce76c Updated JSDocs. Fix #5268 2020-09-11 11:08:43 +01:00
Richard Davey
0d57de02ee Update CHANGELOG.md 2020-09-11 10:59:51 +01:00
Richard Davey
56bbfbcb62 Removed capture and added preventDefaultDown, Up and Move instead. Also better passive handling and smaller listeners. 2020-09-11 10:59:47 +01:00
Richard Davey
0aea690497 Removed inputMouseCapture and added configs for inputMousePrventDefaultDown, Up and Move instead. 2020-09-11 10:59:20 +01:00
Richard Davey
77ac89e59b Update CHANGELOG.md 2020-09-11 10:16:31 +01:00
Richard Davey
b3ee59b0bb Remove eol setting, let git handle it 2020-09-11 10:16:25 +01:00
Richard Davey
3969d6e45a Updated JSDocs to cover situation in #3858 2020-09-11 10:08:22 +01:00
Richard Davey
0a20245a77 Update LICENSE.md 2020-09-11 09:59:10 +01:00
Richard Davey
e0fe293f98 Create .gitattributes 2020-09-11 09:58:28 +01:00
Richard Davey
1e1daa5721 Update CHANGELOG.md 2020-09-11 09:48:17 +01:00
Richard Davey
a04690d5af The onMouse events in the Input Manager didn't reset the activePointer property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232 2020-09-11 09:48:13 +01:00
samme
ae5182be7d Default Phaser.Core.Config#audio; and refactor 2020-09-10 09:22:44 -07:00
Richard Davey
65faa34884 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-09-10 17:05:05 +01:00
Richard Davey
1e1b3ce27e Update CHANGELOG.md 2020-09-10 17:04:58 +01:00
Richard Davey
205552d69c Fix namespaces. Fix #5289 2020-09-10 17:04:56 +01:00
Richard Davey
6697d462cf
Merge pull request #5291 from rexrainbow/duplicated-code-in-add.existing
Remove duplicated code
2020-09-10 16:55:48 +01:00
Rex
f513f5bf31 Remove duplicated code
Adding game object  to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
2020-09-10 23:44:21 +08:00
Richard Davey
efd15f9cde 3.50.0 Beta 5 dist 2020-09-09 17:07:53 +01:00
Richard Davey
8b94cd71d6 Undo #5212 as it breaks all imports in webpack 2020-09-09 17:07:40 +01:00
Richard Davey
ea73a72b73 Restored animation complete key event. 2020-09-09 16:08:59 +01:00
Richard Davey
626a4e08f9 Update release version 2020-09-09 13:33:33 +01:00
Richard Davey
296dafebf5 No need for gl ref 2020-09-09 13:33:25 +01:00
Richard Davey
da4c387d86 Reference fixes 2020-09-09 13:21:38 +01:00
Richard Davey
6734932a32 Update PipelineManager.js 2020-09-09 13:09:25 +01:00
Richard Davey
91b0a646d4 Update CHANGELOG.md 2020-09-09 13:05:18 +01:00
Richard Davey
7e840b2670 Removed all of the pipeline methods and added the Pipeline Manager instance 2020-09-09 13:05:18 +01:00
Richard Davey
52c2312455 Update PipelineManager.js 2020-09-09 13:05:18 +01:00
Richard Davey
2d3edc9512 Use the new Pipeline Manager methods 2020-09-09 13:05:18 +01:00
Richard Davey
e450bf2f1f Swap to using constants for pipeline names 2020-09-09 13:05:18 +01:00
Richard Davey
d198818d80 Game Objects now call the new Pipeline Manager methods directly 2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8 JSDoc fix 2020-09-09 13:05:17 +01:00
Richard Davey
7765016caa Pipeline constants so we can avoid using strings elsewhere 2020-09-09 13:05:17 +01:00