Richard Davey
fe74eb70f7
Create PlayAnimationConfig.js
2020-09-02 17:41:23 +01:00
Richard Davey
f58f94ecf6
Formatting
2020-09-02 14:42:26 +01:00
Richard Davey
ace0ee7bab
Fixed JSDoc event names
2020-09-02 12:34:58 +01:00
Richard Davey
6e181eda5b
Update CHANGELOG.md
2020-09-02 12:24:29 +01:00
Richard Davey
8f8a90bedd
Utils.Array.StableSort
has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace
function has been removed, just call StableSort(array)
directly now. All classes that used StableSort.inplace
have been updated to call it directly.
2020-09-02 12:24:27 +01:00
Richard Davey
27fd496e8f
Updated to stablesort 0.1.8 and recoded to fit our style. Removed inplace
static function.
2020-09-02 12:21:36 +01:00
Richard Davey
0d934c730e
Every single Tilemap.Component
function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system.
2020-09-02 11:54:24 +01:00
Richard Davey
09f11b84e6
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-02 11:14:47 +01:00
Richard Davey
a12fb3e93f
Update CHANGELOG.md
2020-09-02 11:14:42 +01:00
Richard Davey
2980a416c9
Merge pull request #5278 from samme/fix/arcade-body-resetFlags
...
Reset flags when resetting an Arcade Body
2020-09-02 11:11:34 +01:00
samme
288d023bab
Reset keys when scene sleeps or pauses #5281
2020-09-01 12:42:57 -07:00
Richard Davey
5d565d1637
Update CHANGELOG.md
2020-09-01 20:28:45 +01:00
Richard Davey
07865a5823
Final set of namespace changes. Fix #5062
2020-09-01 20:28:42 +01:00
Richard Davey
9e2a8f4271
Update CHANGELOG.md
2020-09-01 18:56:04 +01:00
Richard Davey
d2cc809fdb
Exported functions to namespace
2020-09-01 18:56:01 +01:00
Richard Davey
da3f9b22c3
Exposed on the main API namespace
2020-09-01 18:38:57 +01:00
Richard Davey
302a49863b
Improved jsdocs
2020-09-01 18:38:44 +01:00
Richard Davey
5b96ade1c7
Types.GameObjects.Text.GetTextSizeObject
2020-09-01 18:38:35 +01:00
Richard Davey
4f825e20a1
Update CHANGELOG.md
2020-09-01 18:06:26 +01:00
Richard Davey
506426f706
The Color.HSVToRGB
function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
2020-09-01 18:06:23 +01:00
Richard Davey
9a2643852e
Update CHANGELOG.md
2020-09-01 17:51:20 +01:00
Richard Davey
02ac6bcb7d
If inputWindowEvents
is set in the Game Config, then the MouseManager
will now listen for the events on window.top
instead of just window
, which should help in situations where the pointer is released outside of an embedded iframe. Fix #4824
2020-09-01 17:51:17 +01:00
Richard Davey
4c353571ca
Removed protected status
2020-09-01 17:44:07 +01:00
Richard Davey
7df102ccce
Update CHANGELOG.md
2020-09-01 17:42:42 +01:00
Richard Davey
84a867c2ac
ArcadePhysics.disableUpdate
is a new method that will prevent the Arcade Physics World update
method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
...
`ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
2020-09-01 17:42:38 +01:00
Richard Davey
d3778bb4bb
ArcadeWorldConfig.customUpdate
is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If true
the World update will never be called, allowing you to call it yourself from your own component. Close #5190
2020-09-01 17:42:19 +01:00
Richard Davey
5c1b5c499a
Update CHANGELOG.md
2020-09-01 17:00:19 +01:00
Richard Davey
18cdb5e618
The Animation.play
and playReverse
methods have a new optional parameter timeScale
. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963
2020-09-01 17:00:16 +01:00
Richard Davey
8d02da00f2
Better conditional flow
2020-09-01 13:30:22 +01:00
Richard Davey
1406f23bd6
New dist debug builds
2020-09-01 13:06:07 +01:00
Richard Davey
4ffa1bdbc5
Update CHANGELOG.md
2020-09-01 13:05:57 +01:00
Richard Davey
d18e44d665
Fixed rebind order. Fix #5277
2020-09-01 13:05:54 +01:00
Richard Davey
6aef37572d
WebGLRenderer.previousPipeline
is a new property that is set during a call to clearPipeline
and used during calls to rebindPipeline
, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
...
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
Richard Davey
4fef74ab87
Update CHANGELOG.md
2020-09-01 10:46:25 +01:00
Richard Davey
1fa91daa39
The Spine Plugin destroy
method will now no longer remove the Game Objects from the Game Object Factory, or dispose of the Scene Renderer. This means when a Scene is destroyed, it will keep the Game Objects in the factory for other Scene's to use. Fix #5279
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`SpinePlugin.gameDestroy` is a new method that is called if the Game instance emits a `destroy` event. It removes the Spine Game Objects from the factory and disposes of the Spine scene renderer.
2020-09-01 10:46:22 +01:00
samme
11c0520d36
Clear wasTouching when resetting body
2020-08-29 11:56:15 -07:00
Richard Davey
8f48d39934
Update CHANGELOG.md
2020-08-29 11:00:58 +01:00
Richard Davey
9451ac0285
Group.getMatching
is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true)
2020-08-29 11:00:55 +01:00
samme
57ee895437
Reset flags during reset
2020-08-27 12:35:01 -07:00
Richard Davey
9277ccedd1
Update CHANGELOG.md
2020-08-26 13:57:10 +01:00
Richard Davey
141dd12732
Update readme.md
2020-08-26 13:55:19 +01:00
Richard Davey
00b341f200
Update CHANGELOG.md
2020-08-26 13:50:57 +01:00
Richard Davey
ab83fd7e38
Tween.seek
will no longer issue a console warning for 'Tween.seek duration too long'
, it's now up to you to check on the performance of tween seeking.
2020-08-26 13:50:54 +01:00
Richard Davey
3eb79f61ff
Update CHANGELOG.md
2020-08-26 13:19:03 +01:00
Richard Davey
f51200479b
The Camera3D
Plugin has been rebuilt for Phaser 3.50 and the webpack config updated.
2020-08-26 13:19:00 +01:00
Richard Davey
4d4b3c1cad
Update CHANGELOG.md
2020-08-26 13:06:18 +01:00
Richard Davey
3f9950fc00
Update Sprite3D.js
2020-08-26 13:06:15 +01:00
Richard Davey
80c571963c
Textures.Parsers.JSONHash
will now perform a hasOwnProperty
check when iterating the frames, skipping anything that isn't a direct property. This should allow you to use generated atlas data that comes from JSON.parse
. Fix #4768
2020-08-26 13:06:04 +01:00
Richard Davey
da4af063b9
Update CHANGELOG.md
2020-08-26 10:58:10 +01:00
Richard Davey
55e56b1eff
Clock.addEvent
can now take an existing TimerEvent
object, as well as a config object. If a TimerEvent
is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115
...
`Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
2020-08-26 10:58:06 +01:00