Commit graph

11447 commits

Author SHA1 Message Date
Richard Davey
3b7f14f764
Merge pull request #4014 from alexeymolchan/master
fixed incorrect properties assignment in setTileScale method
2018-09-04 22:16:08 +01:00
Alexey Molchan
2aba731f4a fixed incorrect properties assignment in setTileScale method 2018-09-04 22:19:42 +03:00
jf908
4f5b43e0ed
Allow matter js bodies to render their debug graphics individually 2018-09-04 18:45:54 +01:00
Richard Davey
03aeaefe21 Preparing for 3.13 development 2018-09-04 16:01:42 +01:00
Richard Davey
a533895569 3.12 Release 2018-09-04 15:48:36 +01:00
Richard Davey
cb1c6f614d Preparing for 3.12 release 2018-09-04 15:42:10 +01:00
Richard Davey
2df27a4db8 Resolution adjust 2018-09-04 15:13:48 +01:00
Richard Davey
ecf952ef77 Removed component code 2018-09-04 15:13:32 +01:00
Richard Davey
382d6ae687 Updated log 2018-09-04 14:12:51 +01:00
Richard Davey
89967af66b Fixed Camera input resolution 2018-09-04 14:04:48 +01:00
Richard Davey
a103b0e6a6 Fixed FB Plugin paths to avoid build errors if plugin is enabled. 2018-09-04 12:35:23 +01:00
Richard Davey
a6e650f26f
Merge pull request #4006 from samme/docs/arcade-image-body
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-04 12:23:26 +01:00
Richard Davey
7c55e65543 Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987 2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f Arcade Physics World collideSpriteVsTilemapLayer now syncs the collision results back to the body, allowing you to call collide from within an update loop once again. Fix #3999 2018-09-04 12:12:51 +01:00
Richard Davey
0399ca178e Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-03 13:13:52 +01:00
Richard Davey
a1610fd9d7 Log updated 2018-09-03 13:13:37 +01:00
Richard Davey
b19449f518 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-03 13:12:41 +01:00
Richard Davey
78ffd41704 More specific includes 2018-09-03 13:12:37 +01:00
samme
c0e141513c Correct types for ArcadeImage#body, ArcadeSprite#body 2018-09-02 14:45:39 -07:00
Richard Davey
cc90c6756b
Merge pull request #4001 from khaleb85/master
Fixed animation playReverse with yoyo flag
2018-09-01 17:45:31 +01:00
Shukizu
96c7a4830c fixed playReverse with repeat bigger than 1 #3837 2018-09-01 12:40:26 -03:00
Shukizu
a1bb80997e fixed play in yoyo mode, bug found by @Ben-Millions #3837 2018-09-01 10:48:23 -03:00
Richard Davey
a2dc7929dc Updated log 2018-09-01 10:22:03 +01:00
Richard Davey
2c4f0d0d68 Added missing jsdocs for #3996 2018-09-01 10:19:38 +01:00
Richard Davey
ec412b2d89
Merge pull request #3996 from iamchristopher/feature-polygon-get-points
Adds Polygon.Perimeter and Polygon.GetPoints
2018-09-01 10:17:50 +01:00
Richard Davey
00a31d2d88 Updated docs. Close #3997 2018-09-01 10:14:22 +01:00
Richard Davey
d586483dc3 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-09-01 01:48:30 +01:00
Richard Davey
cdd75f85a2 Updated log 2018-09-01 01:47:00 +01:00
iamchristopher
0a96bf356b Added Polygon.GetPoints 2018-08-31 20:30:36 -04:00
iamchristopher
a1335d3cc0 Added Polygon.Perimeter 2018-08-31 20:21:34 -04:00
Richard Davey
0a4fc5b026 Calling setTimeScale on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite. 2018-08-31 18:45:50 +01:00
Richard Davey
55003641d2 Clamp scissor 2018-08-31 18:19:31 +01:00
Richard Davey
b317dc3d30 Set autoResize to true for now. Fix #3928 2018-08-31 18:19:25 +01:00
Richard Davey
0b95ed0478 Fixed scissors when using a small cam with render texture 2018-08-31 16:25:04 +01:00
Richard Davey
79b4f07530 Fixed mask flush and sped-up the render loop slightly (removed 1 duplicate conditional) 2018-08-31 14:40:12 +01:00
Richard Davey
5270b463d0 Removed visible check as it's no longer needed 2018-08-31 14:39:38 +01:00
Richard Davey
4794909e44 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-31 13:27:28 +01:00
Richard Davey
ecae9d0503 The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 2018-08-31 13:27:24 +01:00
Richard Davey
751f362822
Merge pull request #3990 from dhruvyad/master
Fixed addKeys(string) whitespace issue
2018-08-31 12:16:48 +01:00
Dhruv Yadav
0fd6d9d7dc Fixed a trailing spaces issue from the addKey(string) whitespace update 2018-08-30 21:58:54 +05:30
Dhruv Yadav
75319233f2 Styling updates for addKey(string) whitespace fix 2018-08-30 21:53:19 +05:30
Dhruv Yadav
f29892b73f Fixed addKeys(string) whitespace issue 2018-08-30 21:36:36 +05:30
Richard Davey
1f859208ea Updated log 2018-08-29 16:35:18 +01:00
Richard Davey
14d3f6b35c Calling Arcade Physics collide during an update method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 2018-08-29 16:35:13 +01:00
Richard Davey
00b9da47d5 Updated log 2018-08-29 16:12:05 +01:00
Richard Davey
e4a7977bb9 The Transform Matrix has a new method applyInverse which will take an x/y position and inverse translate it through the current matrix. 2018-08-29 16:11:59 +01:00
Richard Davey
91f7e27ae8 Transform.getWorldTransformMatrix has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 2018-08-29 16:10:48 +01:00
Richard Davey
0c4de357cf The Input Manager has gained a new private property _tempMatrix2. This is used internally in the hitTest checks to avoid constant matrix creation. 2018-08-29 16:08:04 +01:00
Richard Davey
3469ff2cfd Arcade Physics World has gained two new private properties _tempMatrix and _tempMatrix2. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances. 2018-08-29 16:07:07 +01:00
Richard Davey
2c525845be The Arcade Physics Body _tempMatrix property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies. 2018-08-29 16:06:13 +01:00