Richard Davey
6bd0ab6a8c
Updated jsdocs and jshint fixes.
2016-09-20 01:48:30 +01:00
Felipe Alfonso
2f3fc22b50
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2016-09-19 20:58:18 -03:00
Felipe Alfonso
702bc9b69f
fixed issues with conflict resolving
2016-09-19 20:54:06 -03:00
Richard Davey
3f4decd59e
First pass at adding rotated atlas frame support in to the Canvas renderer.
2016-09-20 00:53:00 +01:00
Richard Davey
6fd15ee0e5
Updated TS defs for multi-texture support.
2016-09-20 00:21:24 +01:00
Felipe Alfonso
d0c23c15b5
Merge branch 'dev' into texture-compression-webgl
...
Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-19 20:19:24 -03:00
Mikhail Arefiev
e3b8071d43
Add a parameter to load.spritesheet which tells it how many frames to skip. Good when you have huge PNGs with multiple spritesheets in each.
2016-09-20 01:50:11 +03:00
Richard Davey
4057412397
Updated array allocation.
2016-09-19 23:48:56 +01:00
Richard Davey
3924371aae
New property for batched textures.
2016-09-19 23:46:05 +01:00
Richard Davey
b0ce81bec0
Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI
, or you can pass the property multiTexture: true
in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
...
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
Richard Davey
6caec0d14d
Updated the pointer check code in the Device class, to get rid of the message Navigator.pointerEnabled is a non-standard API added for experiments only. It will be removed in near future.
in Chrome.
2016-09-19 23:10:42 +01:00
Richard Davey
e49151877b
jshint fixes.
2016-09-19 22:28:25 +01:00
Felipe Alfonso
70d86d7fc7
Merge branch 'multitexture-gl' into dev
2016-09-19 18:18:08 -03:00
Felipe Alfonso
c22f37818f
Fixed issue when initializing pixishader from filter manager
2016-09-19 18:17:51 -03:00
Felipe Alfonso
dd3950a3e3
removed unnecessary comments
2016-09-19 17:55:30 -03:00
Felipe Alfonso
ca07b988a0
Merge branch 'renderer-updates' into texture-compression-webgl
2016-09-19 14:20:39 -03:00
Felipe Alfonso
840ea05bae
Fix that allows for using filters with multi texture. It'll still be disabled for filter textures and render targets (framebuffers)
2016-09-16 17:43:55 -03:00
Felipe Alfonso
0f63bfa210
Fixed problem with filters. If filters are used multi-texture batching support is dropped.
2016-09-15 17:25:46 -03:00
Felipe Alfonso
e67830fb13
wip fixing pixi's filter manager bug with multi-texture implementation
2016-09-15 16:53:34 -03:00
James Lowrey
b41d2453a9
TS defs
2016-09-14 18:34:16 -07:00
James Lowrey
ff75721507
minor docs fixes from last commit
2016-09-14 18:31:21 -07:00
James Lowrey
a6302cdd9a
fixed between() docs and updated it to accept negative numbers, default values, and auto-orders min/max parameters if they're input wrong. Added a random() function that does the same but returns floats instead of integers
2016-09-14 18:25:58 -07:00
Felipe Alfonso
b7a61200e0
Fixed framebuffer / FilterTexture issue when using multi texture batching
2016-09-14 17:13:08 -03:00
Felipe Alfonso
e99ab878fd
Fixing framebuffer src -> dst bug
2016-09-14 16:12:52 -03:00
Felipe Alfonso
34cb845ac8
Wip fixing filter issue with multitexture
2016-09-12 23:17:25 -03:00
Felipe Alfonso
c8f7761cc9
Added selection of multi texture for the rest of PIXI shaders
2016-09-12 19:00:29 -03:00
Felipe Alfonso
58f74ec16b
Merge branch 'dev' into multitexture-gl
...
Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-08 19:51:25 -03:00
Felipe Alfonso
224c397622
Added dynamic shader selection if multi texture is enabled. If not it'll fallback to default pixi shader
2016-09-08 19:28:19 -03:00
Felipe Alfonso
4ecab8a912
Merge branch 'renderer-updates' into multitexture-gl
2016-09-08 19:21:26 -03:00
Felipe Alfonso
7350509f0b
by default multitexture is disabled
2016-09-08 19:17:59 -03:00
Felipe Alfonso
8a8e026ce3
Merge commit '314b0889750792fcfbe240296361e58db224ed91' into multitexture-gl
2016-09-08 16:13:10 -03:00
Richard Davey
b1473c55b9
Defs update #2737
2016-09-08 01:46:54 +01:00
Richard Davey
17f8181338
Defs update #2747
2016-09-08 01:44:53 +01:00
Richard Davey
c42c447bfb
Weapon.multiFire is a new property that allows you to set a Weapon as being allowed to call fire
as many times as you like, per game loop. This allows a single Weapon instance to fire multiple bullets.
...
Weapon.fire has two new arguments: `offsetX` and `offsetY`. If the bullet is fired from a tracked Sprite or Pointer, or the `from` argument is set, this applies a horizontal and vertical offset from the launch position.
Weapon.fireOffset attempts to fire a single Bullet from a tracked Sprite or Pointer, but applies an offset to the position first. This is a shorter form of calling `Weapon.fire` and passing in the offset arguments.
Weapon.fireMany attempts to fire multiple bullets from the positions defined in the given array. If you provide a `from` argument, or if there is a tracked Sprite or Pointer, then the positions are treated as __offsets__ from the given objects position. If `from` is undefined, and there is no tracked object, then the bullets are fired from the given positions, as they exist in the world.
2016-09-08 01:42:19 +01:00
Richard Davey
8a78029e2b
Merge pull request #2728 from samme/issue-2720
...
Add a hint for resizing Body of scaled Sprites
2016-09-07 23:27:34 +01:00
Richard Davey
5c143f777a
Merge pull request #2722 from chriteixeira/master
...
Fixing the return type in typings for BitmapData.getPixel
2016-09-07 23:26:57 +01:00
Richard Davey
1193bc7d47
Return null instead of false.
2016-09-07 23:25:37 +01:00
Richard Davey
ec29511f42
Docs update.
2016-09-07 23:23:47 +01:00
Richard Davey
f990e632f1
Tidying-up code style.
2016-09-07 23:23:47 +01:00
Richard Davey
fb524d351b
Docs update.
2016-09-07 23:23:47 +01:00
Richard Davey
c3b4590e29
Merge pull request #2731 from JTronLabs/dev
...
Cleaned up commits from previous PR
2016-09-07 23:23:04 +01:00
Richard Davey
85fc05ec0b
Merge pull request #2729 from samme/line-fromSprite-center
...
Use centerX, centerY in Phaser.Line#fromSprite
2016-09-07 23:16:01 +01:00
Richard Davey
07994c37a1
Merge pull request #2739 from samme/issue-2738
...
Test for `camera.fx` before resetting
2016-09-07 23:12:00 +01:00
Richard Davey
e5c511bd79
Merge pull request #2742 from alex-espinoza/issue-2741
...
Remove use of non-existent begin variable and reference beginIndex instead
2016-09-07 23:09:00 +01:00
Alex Espinoza
e6cb910d6a
Remove use of non-existent begin variable and
...
reference beginIndex instead
2016-09-05 23:30:43 -04:00
samme
b67073c62d
Test for camera.fx
before resetting
2016-09-04 11:18:08 -07:00
James
42ca43d98c
updated docs on Arcade body's setSize
2016-08-30 17:08:25 -05:00
James
99f0fb63bd
prevent crash if weapon's bullets have not yet been initialized before settting _bulletClass
2016-08-30 17:05:27 -05:00
James
639b9161f7
updated docs on weapon's setBulletBodyOffset
2016-08-30 17:03:10 -05:00
James
3c605285ee
updated weapon's fire() docs
2016-08-30 16:58:27 -05:00