Richard Davey
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8b13631107
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Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
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2018-07-06 19:35:46 +01:00 |
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Richard Davey
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6aa1526ea9
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Graphics.arc has a new optional argument overshoot . This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
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2018-07-06 17:15:46 +01:00 |
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Richard Davey
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a64d747c98
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clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
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2018-07-06 16:34:11 +01:00 |
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Richard Davey
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1931716da3
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Exposed isTinted bool
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2018-07-06 16:22:42 +01:00 |
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Richard Davey
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901a75d053
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setCrop will accept numbers or a Rectangle object
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2018-07-06 12:57:42 +01:00 |
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Richard Davey
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f195a09530
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Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
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2018-07-05 23:54:51 +01:00 |
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Richard Davey
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f3a446797d
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Added new TextureCrop component
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2018-07-05 13:06:28 +01:00 |
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Richard Davey
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43fc988034
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Moved crop UV handler to the Frame method. Cleaner and easier.
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2018-07-04 15:18:08 +01:00 |
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Richard Davey
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ee8c1b403a
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Fixed cropping with flipped images
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2018-07-04 14:50:26 +01:00 |
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Richard Davey
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4b0ed8a0da
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-07-03 00:14:28 +01:00 |
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Richard Davey
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c82c09914e
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Updated UV values
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2018-07-02 23:51:42 +01:00 |
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Chris Andrew
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3360825ec3
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Fixed minor change log typos.
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2018-07-02 23:10:16 +01:00 |
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Richard Davey
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a02d5ffdc8
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Updated change log
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2018-07-02 16:44:32 +01:00 |
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Richard Davey
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cf008e612c
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Added e and f properties and multiplyWithOffset and copyFrom
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2018-07-02 15:33:54 +01:00 |
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Richard Davey
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8a7ead03a8
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Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor.
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2018-07-02 13:43:35 +01:00 |
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Richard Davey
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390ae5f683
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Update
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2018-07-02 13:32:20 +01:00 |
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Richard Davey
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fe61cfe2d1
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You can now set the WebGL batch size in the Game Config via the property batchSize . The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
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2018-07-02 12:33:46 +01:00 |
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Richard Davey
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b57d94ae33
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Typo fixes
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2018-06-29 01:07:14 +01:00 |
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Richard Davey
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f97ce72e16
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Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
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2018-06-28 14:17:04 +01:00 |
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Richard Davey
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217779604c
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Added tileScaleX and tileScaleY support for Tile Sprites
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2018-06-28 12:59:27 +01:00 |
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Richard Davey
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7a23378015
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Unified use of roundPixels, antialias and pixelArt modes
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2018-06-27 15:15:00 +01:00 |
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Richard Davey
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1bfe58ab55
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remove can take an array of cameras and also no longer needs total to be > 0
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2018-06-27 13:03:40 +01:00 |
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Richard Davey
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183f5c4260
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CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
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2018-06-27 12:45:54 +01:00 |
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Richard Davey
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f2b7fd0a32
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Removed the cameraX properties because they fall out of sync on camera remove
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2018-06-27 12:13:37 +01:00 |
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Richard Davey
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da2b91b460
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ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
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2018-06-27 11:31:51 +01:00 |
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Richard Davey
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d02d6532fd
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TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789
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2018-06-27 11:20:21 +01:00 |
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Richard Davey
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0fdeec2e26
|
Updated docs
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2018-06-26 17:43:05 +01:00 |
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Richard Davey
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c2fbad8356
|
Added jsdocs. Now 100% complete!
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2018-06-26 17:24:51 +01:00 |
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Richard Davey
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f1190529d2
|
ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
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2018-06-26 16:35:45 +01:00 |
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Richard Davey
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b95f980023
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Added in data object passing to all relevant methods #3748
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2018-06-26 16:08:14 +01:00 |
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Richard Davey
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bb7b99a4db
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Updated log and formatting
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2018-06-25 22:53:42 +01:00 |
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Richard Davey
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c6c9b25fdc
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Camera.alpha (and its related method Camera.setAlpha ) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
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2018-06-25 17:35:36 +01:00 |
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Richard Davey
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51468fdefc
|
Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-06-25 16:25:42 +01:00 |
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Richard Davey
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d20188b75d
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Removed camera pool, renamed current ID and added accessor properties
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2018-06-25 16:10:50 +01:00 |
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Richard Davey
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0c55745206
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Updated log
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2018-06-25 16:06:31 +01:00 |
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Chris Andrew
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3b3005926a
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Updated change log.
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2018-06-24 00:55:57 +01:00 |
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Richard Davey
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6df877cfa3
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Docs update
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2018-06-23 12:33:20 +01:00 |
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Richard Davey
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472df6a7be
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Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
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2018-06-21 15:54:54 +01:00 |
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Richard Davey
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2ff6845360
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Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706
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2018-06-21 14:03:31 +01:00 |
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Richard Davey
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3e3b0d6397
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Fixed issue where negative camera bounds wouldn't clamp properly
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2018-06-21 12:33:20 +01:00 |
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Richard Davey
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2c8c4c7a16
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Bob.setFrame didn't actually set the frame on the Bob, now it does. Fix #3774
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2018-06-20 19:33:59 +01:00 |
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Richard Davey
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8fadf99c85
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Updated change log
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2018-06-20 17:52:23 +01:00 |
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Richard Davey
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7d573a35eb
|
Added Camera.setDeadzone method, updated startFollow and added jsdocs.
|
2018-06-20 14:26:36 +01:00 |
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Richard Davey
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d15ac52f02
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Updated log
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2018-06-19 23:37:08 +01:00 |
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Richard Davey
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f1fe131e56
|
Tidying up Render Texture to make it more useful
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2018-06-19 14:14:37 +01:00 |
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Richard Davey
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62661b46fb
|
Updated rounded rect functions
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2018-06-19 13:17:38 +01:00 |
|
Richard Davey
|
56df2ea829
|
Updated change log
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2018-06-19 12:40:29 +01:00 |
|
Richard Davey
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e5fbcd5574
|
Calling Tween.play on a tween created via TweenManager.create wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763
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2018-06-19 12:28:29 +01:00 |
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Richard Davey
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28851ff69b
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Use hyphens instead of underscores. Fix #3751
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2018-06-14 13:30:33 +01:00 |
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Richard Davey
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52d04ee5f9
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The LoaderPlugin didn't emit the filecomplete event if any of files failed to load, causing it to fail to run the Scene create function as well. Fix #3750
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2018-06-14 13:23:15 +01:00 |
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