Commit graph

6903 commits

Author SHA1 Message Date
Timur Manyanov
9020e64d7b
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
This should fix TypeScript definitions, that at the moment lead to unexpected behavior (cause color is passed instead of a line width).
At the moment definition looks like this:
```setStrokeStyle(color?: number, alpha?: number): this;```
2018-10-14 00:44:01 +02:00
Richard Davey
b3804a2455 eslint fixes 2018-10-12 18:56:56 +01:00
Richard Davey
a043cc88ea Changed version number 2018-10-12 18:32:52 +01:00
Richard Davey
a9938baec6
Merge pull request #4070 from samme/feature/arcade-group-config-enable
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-10-12 18:29:58 +01:00
Richard Davey
3c5bf3eba7
Merge pull request #4077 from samme/fix/webgl-game-context-null
Fix null game.context after WebGLRenderer init
2018-10-12 18:28:04 +01:00
Richard Davey
fa95e0a3b1 Don't resize if EXACT mode 2018-10-12 15:09:35 +01:00
Richard Davey
a0d3137f76 Shapes and Graphics now set textures correctly (after batch texture changes) 2018-10-12 15:09:21 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
8faafc2ceb New Scale Manager implementation starting to take shape 2018-10-11 17:02:29 +01:00
Richard Davey
240914ee03 Fixed some types and removed resize calls 2018-10-11 17:02:14 +01:00
Richard Davey
7144f64c82 Added DOM constants 2018-10-11 17:02:01 +01:00
Richard Davey
666c3744b5 Moved to DOM constants 2018-10-11 17:01:49 +01:00
Richard Davey
f9b4419f08 Uses Scale Manager sizes 2018-10-11 17:01:38 +01:00
Richard Davey
99591f0d72 Added new Scale Manager config properties 2018-10-11 17:01:17 +01:00
Richard Davey
fc9b6f7504 Adding preBoot step 2018-10-10 13:53:49 +01:00
Richard Davey
4e0a3e94d2 Getting ready for rewrite 2018-10-10 13:53:14 +01:00
Richard Davey
b90109efe1 Typo fix 2018-10-10 13:41:55 +01:00
Richard Davey
3e9cc42f49 Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices. 2018-10-10 13:41:47 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
1e7251ba97 Commented out resize, soon to be removed 2018-10-10 10:47:13 +01:00
Richard Davey
f32df230d6 Working through SM flow 2018-10-10 10:47:04 +01:00
Richard Davey
b4dfa49750 Clarified docs 2018-10-10 10:46:55 +01:00
Richard Davey
3c4604127a Shorter error 2018-10-10 10:46:47 +01:00
Richard Davey
ecc85b447c Updated to use DOM components and hook into game flow 2018-10-09 18:14:25 +01:00
Richard Davey
953422a059 Exposed Scale Manager via global reference 2018-10-09 18:14:09 +01:00
Richard Davey
bddca4c1de Added all of the DOM components the Scale Manager needs 2018-10-09 18:13:56 +01:00
Richard Davey
a9063604dc Replace @readOnly with @readonly 2018-10-09 13:40:00 +01:00
Richard Davey
dea2ee89f0 Moving out of experimental 2018-10-08 17:03:00 +01:00
Richard Davey
c28d790243 Updating ScaleManager for v3 2018-10-08 17:02:51 +01:00
Richard Davey
c2f78fe025 Determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality. 2018-10-08 17:02:27 +01:00
Richard Davey
e36356eeb7 Added ScaleManager consts 2018-10-08 17:01:26 +01:00
Richard Davey
51c5c9014f Moved to new location 2018-10-08 15:23:56 +01:00
Richard Davey
51b36573aa Preparing for ScaleManager move 2018-10-08 15:23:20 +01:00
Richard Davey
b7d520b8cc Merging in ScaleManager 2018-10-08 15:23:10 +01:00
Richard Davey
8994d8f13e CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. 2018-10-05 18:30:00 +01:00
Richard Davey
31109422b6 Made docs even more explicit. Close #4084 2018-10-05 16:39:42 +01:00
Richard Davey
4d13702c33 The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 2018-10-05 16:27:42 +01:00
Richard Davey
2a1ea30cb7 Typos 2018-10-03 22:07:41 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2 Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off 2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742 Preparing for 3.15 dev 2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7 3.14 Release 2018-10-01 14:44:42 +01:00
Richard Davey
099489e26d Added missing class desc 2018-10-01 14:44:30 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00