Timur Manyanov
9020e64d7b
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
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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
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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
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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