Richard Davey
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a2c9c3cef6
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Fix char right adjustment
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2020-08-05 11:48:25 +01:00 |
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Richard Davey
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00e5c5fe0f
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Update BitmapTextSize.js
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2020-08-04 11:25:10 +01:00 |
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Richard Davey
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ee01d36918
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Update BitmapTextCharacter.js
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2020-08-04 11:25:07 +01:00 |
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Richard Davey
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1db3ba72f8
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Cache shadow values
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2020-08-04 11:25:03 +01:00 |
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Richard Davey
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50dcc624df
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Get Character using char top, right and bottom
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2020-08-04 11:24:56 +01:00 |
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Richard Davey
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1ae0cfc619
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Include char top, right and bottom values
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2020-08-04 11:24:43 +01:00 |
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Richard Davey
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380cc422b2
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The ScaleManager.updateBounds method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds method directly, yourself.
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2020-08-04 10:35:29 +01:00 |
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samme
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981a4b1a0a
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Rename all setInteractive() arguments, and docs
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2020-08-03 13:33:30 -07:00 |
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Richard Davey
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0d04e40e28
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Updated jsdocs
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2020-08-03 17:54:40 +01:00 |
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Richard Davey
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111a4e1ce2
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Calling Rectangle.setSize() wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change.
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2020-08-03 17:54:29 +01:00 |
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Richard Davey
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47a62cd30c
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If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653
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2020-08-03 11:33:41 +01:00 |
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Richard Davey
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2f574070d5
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Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225
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2020-08-03 10:53:27 +01:00 |
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Richard Davey
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0402717834
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Expose new function
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2020-08-03 10:49:27 +01:00 |
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Richard Davey
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ec845ce015
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Use GetColorFromValue
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2020-08-03 10:49:05 +01:00 |
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Richard Davey
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6a32ff56f3
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Display.Color.GetColorFromValue is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes.
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2020-08-03 10:48:52 +01:00 |
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Richard Davey
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0266c7f0a2
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Updated docs #5231
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2020-08-03 10:37:01 +01:00 |
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Richard Davey
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8db2543e27
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Merge pull request #5242 from samme/fix/collide-with-friction
Fix collisions for objects moved by friction
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2020-08-03 10:27:01 +01:00 |
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Richard Davey
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08e346952a
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Merge pull request #5234 from samme/patch-4
Docs: Phaser.Physics.Arcade.Group#defaults
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2020-08-03 10:23:15 +01:00 |
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Richard Davey
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da05cfa1ad
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Merge pull request #5244 from 16patsle/Fix_Text_types
Fix types for Text, TextFactory and TextCreator
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2020-08-03 10:20:40 +01:00 |
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Richard Davey
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c9330fd469
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Merge pull request #5241 from samme/docs/add-existing
Docs: generic return for add.existing()
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2020-08-03 10:19:42 +01:00 |
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Richard Davey
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4ac240f280
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Added String.RemoveAt
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2020-08-02 23:52:45 +01:00 |
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Richard Davey
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2810396dc7
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The KeyboardPlugin will now track the key code and timestamp of the previous key pressed and compare it to the current event. If they match, it will skip the event. On some systems if you were to type quickly, you would sometimes get duplicate key events firing (the exact same event firing more than once). This is now prevented from happening.
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2020-08-01 21:06:42 +01:00 |
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Richard Davey
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c4000843ec
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The KeyboardManager and KeyboardPlugin were both still checking for the InputManager.useQueue property, which was removed several versions ago.
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2020-08-01 20:54:45 +01:00 |
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Richard Davey
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fccd00e8c5
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Remove deprecated events
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2020-08-01 20:32:50 +01:00 |
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Patrick Sletvold
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edf0c17703
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Use TextPadding type in Text game object
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2020-08-01 13:35:02 +02:00 |
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Patrick Sletvold
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87e8eba213
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Correctly type style in TextFactory
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2020-08-01 13:34:37 +02:00 |
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Patrick Sletvold
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a525e43dcf
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Add TextConfig type for TextCreator
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2020-08-01 13:34:07 +02:00 |
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Richard Davey
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42d6456993
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Encode dropshadow color
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2020-08-01 11:24:26 +01:00 |
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Richard Davey
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959645d1f0
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Always render drop shadow behind text
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2020-08-01 11:24:15 +01:00 |
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Richard Davey
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22e8d22e3f
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BitmapText.setWordTint is a new method that allows you to set a tint color (either additive, or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint.
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2020-07-31 18:36:27 +01:00 |
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Richard Davey
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b9407967e3
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If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn .
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2020-07-31 18:00:31 +01:00 |
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Richard Davey
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79e985dd93
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Updated docs
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2020-07-31 17:09:40 +01:00 |
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Richard Davey
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c0109c1ec9
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BatchChar is a new internal private function for batching a single character of a Bitmap Text to the pipeline.
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2020-07-31 16:54:29 +01:00 |
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Richard Davey
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2e378b68d1
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Apply the dropShadow
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2020-07-31 16:39:21 +01:00 |
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Richard Davey
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c228dd596a
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BitmapText.setDropShadow is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow.
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2020-07-31 16:39:05 +01:00 |
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Richard Davey
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aac2276692
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BitmapText.preDestroy is a new method that will tidy-up all of the BitmapText data during object destruction.
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2020-07-31 16:22:53 +01:00 |
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Richard Davey
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7ce39b991c
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Removed un-used properties
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2020-07-31 16:17:36 +01:00 |
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Richard Davey
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9419606f12
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BitmapText.setCharacterTint is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color.
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2020-07-31 16:17:23 +01:00 |
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Richard Davey
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fc6e7ef759
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Removed un-used properties
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2020-07-31 15:46:05 +01:00 |
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Richard Davey
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2ef28cd0e4
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Added getXRound and getYRound
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2020-07-31 15:45:55 +01:00 |
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Richard Davey
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4baa0522b9
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Bumping to 3.50
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2020-07-31 13:41:29 +01:00 |
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Richard Davey
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d16d8dc9ce
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BitmapTextWebGLRenderer has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize . This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates.
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2020-07-31 13:39:49 +01:00 |
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Richard Davey
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49682e744d
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Update BitmapText.js
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2020-07-31 13:34:50 +01:00 |
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Richard Davey
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72654e04d3
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Fixed bounds sizes
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2020-07-31 13:34:28 +01:00 |
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Richard Davey
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c166976fcc
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Update BitmapTextCharacter.js
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2020-07-31 12:06:57 +01:00 |
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Richard Davey
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a4577e2135
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The GetBitmapTextSize function has a new boolean parameter updateOrigin , which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations.
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2020-07-31 12:06:45 +01:00 |
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Richard Davey
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a682b83b7c
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BitmapText.getCharacterAt is a new method that will return the character data from the BitmapText at the given x and y corodinates. The character data includes the code, position, dimensions and glyph information.
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2020-07-31 11:36:48 +01:00 |
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Richard Davey
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a72fdd44f8
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Bumping to 3.50
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2020-07-31 11:32:47 +01:00 |
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Richard Davey
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e195aac919
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ParseXMLBitmapFont will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes.
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2020-07-31 11:32:37 +01:00 |
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Richard Davey
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0385d108a8
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Transform.getLocalPoint is a new method, available on all Game Objects, that takes an x / y pair and translates them into the local space of the Game Object, factoring in parent transforms and display origins.
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2020-07-31 10:28:09 +01:00 |
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