Richard Davey
5e8c28d468
Removed batchTexture as it's no longer needed
2020-07-16 16:16:42 +01:00
Richard Davey
68585f1718
The Text Game Object now supports rendering in Light2d, no matter which font, stroke or style it is using.
2020-07-16 16:16:26 +01:00
Richard Davey
76de5c246a
Update ForwardDiffuseLightPipeline.js
2020-07-16 15:51:12 +01:00
Richard Davey
6aba9e71b1
All Shape Game Objects (Rectangle, IsoBox, Star, Polygon, etc) now support rendering in Light2d.
2020-07-16 15:51:07 +01:00
Richard Davey
786f78e91d
Particle Emitter Game Objects now support rendering in Light2d.
2020-07-16 15:32:06 +01:00
Richard Davey
71d85be0df
Mesh and Quad Game Objects now support rendering with normal maps.
2020-07-16 15:25:06 +01:00
Richard Davey
e7957b9380
Added getNormalMap and setGameObject
2020-07-16 15:18:02 +01:00
Richard Davey
f7e6847027
Added setGameObject method and currentUnit property
2020-07-16 15:16:17 +01:00
Richard Davey
5986f8f080
Tidying
2020-07-16 15:16:01 +01:00
Richard Davey
6c9a5f62a6
Uses setGameObject
to support Light2D
2020-07-16 15:15:48 +01:00
Richard Davey
b4f0c9fde2
Uses setGameObject
to support Light2D
2020-07-16 15:15:33 +01:00
Richard Davey
0c411e9e7e
Removed currentUnit and batchSprite forceZero
2020-07-16 15:13:47 +01:00
Richard Davey
85f63c4a19
WebGLRenderer.isNewNormalMap
is a new method that returns a boolean if the given parameters are not currently used.
2020-07-16 15:11:43 +01:00
Richard Davey
5db55a85d7
The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills.
2020-07-16 15:10:45 +01:00
Richard Davey
38e7495b61
Fixed default normal map so all Game Objects will now render
...
* The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
2020-07-16 11:04:10 +01:00
Richard Davey
93d0378143
Added missing jsdocs
2020-07-16 11:03:49 +01:00
Richard Davey
c973f41fcc
Added setters and dirty check
...
* `Light.dirty` is a new property that controls if the light is dirty, or not, and needs its uniforms updating.
* `Light` has been recoded so that all of its properties are now setters that activate its `dirty` flag.
2020-07-16 03:26:32 +01:00
Richard Davey
1146e6f7a3
LightsManager.destroy
will now clear the lightPool
array when destroyed, where-as previously it didn't.
2020-07-16 03:25:25 +01:00
Richard Davey
84968f502f
Update ForwardDiffuseLightPipeline.js
...
* The pipeline will no longer look-up and set all of the light uniforms unless the `Light` is dirty.
* The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
2020-07-16 03:24:19 +01:00
Richard Davey
3b9d115d0c
Reset just units 0 and 1
2020-07-16 03:13:47 +01:00
Richard Davey
d7cf9da819
Added location cache
2020-07-16 03:13:10 +01:00
Richard Davey
5059045c76
Cache attribute location
...
* `WebGLPipeline.boot` will now check all of the attributes and store the pointer location within the attribute entry.
* `WebGLPipeline.bind` no longer looks-up and enables every attribute, every frame. Instead it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
2020-07-16 03:12:53 +01:00
Richard Davey
4ab9604102
Lots of updates to this pipeline
...
* The `ForwardDiffuseLightPipeline.defaultNormalMap` property has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.boot` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.onBind` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.setNormalMap` method has been removed as it's no longer required.
* The `ForwardDiffuseLightPipeline.bind` is a new method that handles setting-up the shader uniforms.
* The `ForwardDiffuseLightPipeline.batchTexture` method has been rewritten to use the Texture Tint Pipeline function instead.
* The `ForwardDiffuseLightPipeline.batchSprite` method has been rewritten to use the Texture Tint Pipeline function instead.
2020-07-16 02:15:53 +01:00
Richard Davey
1f3b79cf11
Normal map additions
...
* `WebGLRenderer.normalTexture` is a new property that holds the currently bound normal map (texture unit one).
* `WebGLRenderer.setNormalMap` is a new method that sets the current normal map texture.
* `WebGLRenderer.clearNormalMap` is a new method that clears the current normal map texture.
* `WebGLRenderer.resetTextures` is a new method that flushes the pipeline, resets all textures back to the temporary ones and resets the active texture counter.
2020-07-16 02:15:01 +01:00
Richard Davey
c6ffa0620e
TextureTintPipeline.batchSprite
and batchTexture
has new parameters forceZero
which forces use of texture unit zero.
2020-07-16 02:13:08 +01:00
Richard Davey
0b3f125ee0
Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
2020-07-16 00:21:44 +01:00
Richard Davey
94d333ee1e
Use new texture unit
2020-07-16 00:00:49 +01:00
Richard Davey
d34d52550d
Renders using setTextureZero
2020-07-15 18:03:57 +01:00
Richard Davey
99af20aa68
The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units.
2020-07-15 18:03:36 +01:00
Richard Davey
9e9e45261f
Added setTextureZero and clearTextureZero
...
* `WebGLRenderer.setTextureZero` is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
* `WebGLRenderer.clearTextureZero` is a new method that clears the texture tha was bound to unit zero.
* `WebGLRenderer.textureZero` is a new property that holds the currently bound unit zero texture.
2020-07-15 18:03:03 +01:00
Richard Davey
216d7cb1fa
Updated WebGLRenderer to support new texture assignment
...
* The property `WebGLRenderer.currentActiveTextureUnit` has been renamed to `currentActiveTexture`.
* `WebGLRenderer.startActiveTexture` is a new read-only property contains the current starting active texture unit.
* `WebGLRenderer.maxTextures` is a new read-only property that contains the maximum number of texture units WebGL can use.
* `WebGLRenderer.textureIndexes` is a new read-only array that contains all of the available WebGL texture units.
* `WebGLRenderer.tempTextures` is a new read-only array that contains temporary WebGL textures.
* The `WebGLRenderer.currentTextures` property has been removed, as it's no longer used.
* `WebGLRenderer.currentTextures` has been removed, as it's no longer used internally.
* `WebGLRenderer.setBlankTexture` no longer has a `force` parameter, as it's set by default.
* `WebGLRenderer.setTextureSource` is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
* The `WebGLRenderer.setTexture2D` method has been updated to use the new texture unit assignment. It no longer takes the `textureUnit` or `flush` parameters and these have been removed from its method signature.
2020-07-15 17:11:01 +01:00
Richard Davey
9c76ec0389
Large TextureTintPipeline refactor
...
* The Texture Tint vertex and fragment shaders have been updated to support the `inTexId` float attribute and dynamic generation.
* The Texture Tint Pipeline has a new attribute, `inTexId` which is a `gl.FLOAT`.
* `TextureTintPipeline.bind` is a new method that sets the `uMainSampler` uniform.
* The `TextureTintPipeline.requireTextureBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.pushBatch` method has been removed, as it's no longer required.
* The `TextureTintPipeline.maxQuads` property has been removed, as it's no longer required.
* The `TextureTintPipeline.batches` property has been removed, as it's no longer required.
* `TextureTintPipeline.flush` has been rewritten to support multi-textures.
* `TextureTintPipeline.flush` no longer creates a sub-array if the batch is full, but instead uses `bufferData` for speed.
* `TextureTintPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
2020-07-15 17:05:55 +01:00
Richard Davey
3ede28230b
Update WebGLPipeline.js
2020-07-15 16:54:18 +01:00
Richard Davey
a21641e19b
The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
2020-07-15 16:54:04 +01:00
Richard Davey
50f10b3d4b
The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
2020-07-15 16:53:48 +01:00
Richard Davey
446389bb4d
The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units.
2020-07-15 16:53:25 +01:00
Richard Davey
ec0914cd0f
The Mesh Game Object WebGL Renderer function has been updated to support multi-texture units.
2020-07-15 16:53:09 +01:00
Richard Davey
c0504e4fc1
WebGL.Utils.checkShaderMax
is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports.
2020-07-15 16:52:26 +01:00
Richard Davey
fd305591ec
Added glIndex and glIndexCounter properties
2020-07-15 16:52:01 +01:00
Richard Davey
477b847f13
Config.render.maxTextures
is a new game config setting that allows you to control how many texture units will be used in WebGL.
2020-07-15 16:51:40 +01:00
Richard Davey
7c742f95d2
Generate multi-texture shader source
2020-07-14 17:44:26 +01:00
Richard Davey
9a45517efd
Pass max textures to pipeline (disable other pipelines for now)
2020-07-14 17:44:17 +01:00
Richard Davey
587c23ec3c
Added maxGPUTextures
property
2020-07-14 17:43:56 +01:00
Richard Davey
76689942c0
Add texture ID to shaders
2020-07-14 17:43:29 +01:00
Richard Davey
43beca7bab
Create CheckShaderMax.js
2020-07-14 17:43:05 +01:00
Richard Davey
0003d278fd
Updated to use new external MVP functions
2020-07-14 16:49:30 +01:00
Richard Davey
06c1336f41
Removed all functions from MVP except init and update and made them all external
2020-07-14 16:49:16 +01:00
Richard Davey
a8faef6692
Created new Model View Projection functions
2020-07-14 16:48:01 +01:00
Richard Davey
5cc387b7df
Preparing for 3.25.0 dev
2020-07-14 16:47:43 +01:00
Richard Davey
dc13060042
Fixed namespace
2020-07-14 09:45:37 +01:00
Richard Davey
bbdf9b9853
Fixed data type
2020-07-14 09:45:30 +01:00
Richard Davey
d5296287b1
Fixed url type
2020-07-14 09:03:07 +01:00
Richard Davey
44f96de1fd
Bump version
2020-07-14 09:02:46 +01:00
Richard Davey
2a2a2eafe8
Reverted PR #5219 because it breaks camera zooming on tilemaps
2020-07-14 08:47:52 +01:00
Richard Davey
14c1a3ad99
The ISO Triangle shape would skip rendering the left side of the first triangle in the batch. It now renders all ISO Triangles correctly. Fix #5164
2020-07-13 14:45:58 +01:00
Richard Davey
af1198dcf5
Arcade.Components.Size.setBodySize
is a new method available on Arcade Physics Game Objects that allows you to set the body size. This replaces setSize
which is now deprecated. Fix #4786
2020-07-13 14:34:23 +01:00
Richard Davey
7d1ca6815f
Lint fixes
2020-07-13 14:16:52 +01:00
Richard Davey
40929a57e3
Calling getTextBounds
on a BitmapText object would return the incorrect values if the origin had been changed, but the text itself had not, as it was using out of date dimensions. Changing the origin now automatically triggers BitmapText to be dirty, forcing the bounds to be refreshed. Fix #5121
2020-07-13 14:06:06 +01:00
Richard Davey
64c58bc592
Updated docs. Fix #5128
2020-07-13 13:36:24 +01:00
Richard Davey
dea68135fd
Correct texture type. Fix #5199
2020-07-13 13:29:01 +01:00
Richard Davey
cbba26e08c
Merge pull request #5215 from cruzdanilo/layer-webgl-transform
...
StaticTilemapLayerWebGLRenderer: apply rotation and parent transform
2020-07-13 13:18:02 +01:00
Richard Davey
7fae62cbc8
Merge pull request #5213 from samme/fix/matter-setCrop
...
Fix setCrop() for Matter.Image and Matter.Sprite
2020-07-13 13:14:59 +01:00
Richard Davey
8080196800
Merge pull request #5207 from samme/feature/display-getBounds
...
Add Phaser.Display.Bounds.GetBounds()
2020-07-13 13:14:30 +01:00
Richard Davey
34edcff3fe
Merge pull request #5206 from samme/feature/math-RotateTo
...
Add Phaser.Math#RotateTo
2020-07-13 13:13:30 +01:00
Richard Davey
ab8ad19b1e
Merge pull request #5208 from samme/fix/arcade-physics-body-prev
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Fix incorrect Arcade Body delta
2020-07-13 13:10:51 +01:00
Richard Davey
6bd24ded25
Merge pull request #5202 from samme/fix/arcade-physics-circular-collisions
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separateCircle fixes
2020-07-13 13:07:39 +01:00
Richard Davey
6c7437cdc4
Merge pull request #5198 from samme/feature/KeyboardPlugin-removeAllKeys
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Add KeyboardPlugin#removeAllKeys
2020-07-13 13:04:53 +01:00
Richard Davey
672c08ce99
Merge pull request #5197 from samme/x/startFullscreen
...
Fix startFullscreen() failure in Safari
2020-07-13 13:02:16 +01:00
Richard Davey
f7af980b1e
Fixed version number
2020-07-13 13:01:41 +01:00
Richard Davey
be158f48e6
Merge pull request #5194 from mikewesthad/types-fix-wordwrap
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Update TextStyle to have jsdocs for word wrap related properties
2020-07-13 12:57:29 +01:00
Richard Davey
6374da052f
Fixed lint errors with PR #5193
2020-07-13 12:55:49 +01:00
Richard Davey
259b702df8
Merge pull request #5193 from scott20145/master
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Fix nested mask behaviour for Phaser.CANVAS mode
2020-07-13 12:54:14 +01:00
Richard Davey
85e6c229b3
Updated docs for #5191
2020-07-13 12:51:36 +01:00
Richard Davey
60baaf7708
Made sure array was cleared on destroy #5159
2020-07-13 12:51:36 +01:00
Richard Davey
b8d12916e9
Merge pull request #5192 from MerganThePirate/master
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Fixed bug from issue #5191
2020-07-13 12:47:23 +01:00
Richard Davey
1e0a25705e
Merge pull request #5186 from samme/feature/empty-timeline-config
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Configure timeline without tweens
2020-07-13 12:45:08 +01:00
Richard Davey
7b7d897858
Merge pull request #5185 from samme/feature/tween-stop-event
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Add tween 'stop' event and 'onStop' callback
2020-07-13 12:44:26 +01:00
Richard Davey
853feea355
Merge pull request #5183 from samme/feature/body-updateFromGameObject
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Add Arcade.Body#updateFromGameObject
2020-07-13 12:39:45 +01:00
Richard Davey
31cdeac1ee
Merge pull request #5180 from rexrainbow/BugFix-EllipseCurve
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Fix bug about setting xRadius/yRadius by width/height
2020-07-13 12:38:05 +01:00
Richard Davey
bdc206ab6d
Merge pull request #5175 from mikewesthad/master
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Fix return type in Text#getTextMetrics: object -> TextMetric
2020-07-13 12:37:25 +01:00
Richard Davey
56084dfa89
Merge pull request #5172 from lozzajp/quick-doc-fix
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Add info to the scene manager method headers where optional data goes.
2020-07-13 12:36:51 +01:00
Richard Davey
3d856fab51
Merge pull request #5169 from samme/misc/createSceneFromInstance
...
Refactor createSceneFromInstance()
2020-07-13 12:35:46 +01:00
Richard Davey
d83b14274d
Merge pull request #5166 from samme/feature/group-setActive-setName
...
Add Group#setActive(), Group#setName()
2020-07-13 12:34:03 +01:00
Richard Davey
0ecaed42ec
Merge pull request #5163 from samme/fix/headless-renderTexture
...
Fix error adding a Render Texture with Headless renderer
2020-07-13 12:32:53 +01:00
Richard Davey
f0cbfba8e5
Merge pull request #5161 from samme/fix/stopAndReleaseAudioTag
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Fix error stopping HTML5AudioSound after page blur
2020-07-13 12:31:28 +01:00
Richard Davey
54841002eb
Merge pull request #5162 from samme/docs/arcade-physics-types
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Add Arcade Physics types
2020-07-13 12:27:54 +01:00
Richard Davey
818343f452
Fixed lint errors with PR #5159
2020-07-13 12:20:10 +01:00
Richard Davey
8951211c74
Merge pull request #5159 from tgroborsch/feature/multi-anims-chain
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Allow chaining of multible animations
2020-07-13 12:19:03 +01:00
Richard Davey
17e9a762a0
Merge pull request #5154 from samme/feature/camera-cull-opt
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Tiny optimization for BaseCamera#cull
2020-07-13 12:18:04 +01:00
Richard Davey
bafae8424d
Merge pull request #5153 from samme/fix/create-group-from-children
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Fix problems passing `children` to created group
2020-07-13 12:15:26 +01:00
Richard Davey
7fa6d17e17
Merge pull request #5150 from samme/fix/static-body-from-scaled-sprite
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Fix static body position from scaled sprite
2020-07-13 12:13:13 +01:00
Richard Davey
b6fd158986
Container.getBounds
will no longer set the temp rect bounds to the first child of the Container by default (which would error if the child had no bounds, like a Graphics object) and instead sets it as it iterates the children
2020-07-13 12:12:28 +01:00
Richard Davey
a7ded1ee21
KeyboardPlugin.checkDown
didn't set the duration
to zero if the parameter was omitted, causing it to always return false. Fix #5146
2020-07-13 12:12:28 +01:00
Richard Davey
fe1f5f8eaf
Merge pull request #5139 from samme/feature/spritesheet-no-frames-warning
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Print texture key in warning for zero frames
2020-07-13 12:07:12 +01:00
Richard Davey
6fddce1ef8
Merge pull request #5137 from samme/fix/decode-audio-error-msg
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Fix 'Error decoding audio' message
2020-07-13 12:06:17 +01:00
Richard Davey
5b4423d6f3
Merge pull request #5135 from samme/feature/collide-use-static-tree
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Always use static tree for collision checks
2020-07-13 12:03:18 +01:00
Richard Davey
2f48e5ee00
Merge pull request #5134 from samme/feature/arcade-physics-collisions-perf
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Arcade Physics collisions optimizations
2020-07-13 12:02:38 +01:00
Richard Davey
feaaf04c40
Merge pull request #5131 from samme/fix/loader-file-state
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Set file states FILE_LOADING and FILE_LOADED
2020-07-13 12:00:55 +01:00
Richard Davey
8c977bc391
Merge pull request #5127 from samme/fix/TimeStep-wake
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Fix TimeStep#wake() when running
2020-07-13 11:52:10 +01:00
Richard Davey
4dfe40fa9a
Merge pull request #5126 from samme/fix/file-url
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Fix TypeError when loading JSON objects in `url` argument
2020-07-13 11:49:37 +01:00
Richard Davey
b1ae96eb76
Merge pull request #5130 from samme/docs/gameobject-body-type
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Correct types for GameObject#body
2020-07-13 11:48:35 +01:00
Richard Davey
b2a67754df
Merge pull request #5115 from samme/docs/body-drag-type
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Correct docs corrections
2020-07-13 11:47:18 +01:00
Richard Davey
fc3a89a816
Merge pull request #5158 from mooreInteractive/patch-1
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Update Docs for render config pixelArt to be more specific
2020-07-13 11:44:44 +01:00
Richard Davey
9a34fa9197
Merge pull request #5171 from samme/fix/input-noop
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Fix NOOP import
2020-07-13 11:42:32 +01:00
Richard Davey
9bb3a4ba19
Merge pull request #5178 from samme/docs/misc-7
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Docs
2020-07-13 11:41:28 +01:00
Richard Davey
3f13071368
Merge pull request #5214 from SirJosh3917/SirJosh3917-sys-add-container-jsdoc
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Update ContainerFactory.js
2020-07-13 11:40:25 +01:00
Richard Davey
d00632232d
Merge pull request #5216 from SanderVanhove/master
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Fix Path moveTo optional y param
2020-07-13 11:37:28 +01:00
Richard Davey
bc0c289550
Merge pull request #5218 from braindx/drag-transform-fix
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Fix drag coordinates with camera zoom (issue #4755 )
2020-07-13 11:36:29 +01:00
Richard Davey
d4ff957f02
Preparing for v3.24.0
2020-07-13 11:25:27 +01:00
Jay Mattis
c5cfae0118
Fix drag coordinates with camera zoom (issue 4755)
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The dragX and dragY passed to 'dragStart' and 'drag' events are supported to be in world coordinates (as specified by the docs) but the coordinates used (pointer.x and pointer.y) were not transformed by the camera into world space. The drags now use pointer.worldX and pointer.worldY which are the post-transform coordinates.
2020-07-12 21:13:33 -07:00
SanderVanhove
b4dcc9b17a
Fix Path moveTo optional y param
2020-07-10 19:49:45 +00:00
danilo neves cruz
7302ad1041
StaticTilemapLayerWebGLRenderer: apply rotation and parent transform
2020-07-11 02:35:20 +07:00
SirJosh3917
f2e8a83691
Update ContainerFactory.js
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Given that Container's constructor allows x and y to be optional, the JSDoc should match that.
2020-07-09 23:32:54 -04:00
samme
01ca4293e4
Fix missing _crop property
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Fixes #5211
2020-07-08 12:04:23 -07:00
samme
1c2e15ac98
Update _dx and _dy during friction movement
2020-07-07 15:44:56 -07:00
samme
807aeed20c
Correct prev and prevFrame
2020-07-03 14:02:10 -07:00
samme
3c239abf78
Add Display.Bounds.GetBounds()
2020-07-03 11:17:21 -07:00
samme
a626ba2777
Add Math#RotateTo
2020-07-03 11:08:04 -07:00
samme
16e94d79eb
separateCircle fixes
2020-06-27 09:24:23 -07:00
samme
af141f6bf0
Add KeyboardPlugin#removeAllKeys
2020-06-23 11:58:26 -07:00
Michael Hadley
8285bcf44f
Fix spacing
2020-06-17 08:21:06 -05:00
Michael Hadley
a161aa58cc
Update TextStyle to have jsdocs for: wordWrapWidth, wordWrapUseAdvanced, wordWrapCallbackScope, wordWrapCallback
2020-06-17 07:53:23 -05:00
scott.liu
ea3279bd32
format
2020-06-17 11:03:25 +08:00
scott.liu
2f98f463d2
format
2020-06-17 11:01:50 +08:00
scott.liu
7f4bbf9192
format
2020-06-17 10:59:25 +08:00
scott.liu
104a3b9e35
format
2020-06-17 10:56:17 +08:00
scott.liu
f607f1f521
#3673 fix nested mask behaviour for Phaser.CANVAS mode
2020-06-17 10:53:38 +08:00
samme
e210de92be
Docs: correct TimerEventConfig.startAt default
2020-06-16 10:57:35 -07:00
MerganThePirate
d60c9a33d8
Fixed bug from issue #5191
2020-06-15 08:25:26 -07:00
samme
3368d1e54a
Docs: punctuation
2020-06-06 12:15:38 -07:00
samme
3c62cb3eb5
Configure timeline without tweens
2020-06-06 11:44:40 -07:00
samme
51779a80aa
Docs: tween onStop, etc.
2020-06-06 11:21:23 -07:00
samme
de4943a407
Add tween 'stop' event and 'onStop' callback
2020-06-06 11:21:23 -07:00
samme
fd3c682646
Add Arcade.Body#updateFromGameObject
2020-06-05 10:32:05 -07:00
samme
c963768c1e
Docs: SetCollisionByExclusion() and friends
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Fixes #5179
Thanks @BoltKey
2020-06-05 10:01:30 -07:00
Rex
84fd7eaa98
Fix bug about setting xRadius/yRadius by width/height
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xRadius/yRadius is half of width/height
2020-06-02 14:00:52 +08:00
samme
dd7976699d
Docs: grammar
2020-06-01 09:57:36 -07:00
samme
e091aecead
Docs: Phaser.Tweens.Tween#callbacks
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Tween#stop() does not invoke onComplete
2020-06-01 09:38:34 -07:00
samme
84d11e4772
Docs: add missing Phaser.GameObjects.Shape#geom
2020-05-31 15:07:12 -07:00
Michael Hadley
4e0176691a
Fix return type in Text#getTextMetrics: object -> Phaser.Types.GameObjects.Text.TextMetric
2020-05-30 07:53:48 -05:00
Laurence
1238727256
Add info to the scene manager method headers where data is passed to (Scene.init and Scene.create)
2020-05-29 08:18:43 +01:00
samme
4722750f62
Fix NOOP import
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Fixes #5170
2020-05-27 18:20:05 -07:00
samme
f1eb31c81a
Add Phaser.GameObjects.Group#setActive
2020-05-25 10:58:26 -07:00
samme
6aeb609d55
Docs: whitespace
2020-05-25 10:58:10 -07:00
samme
5b9c34a32a
Docs: Depth#depth and Depth#setDepth()
2020-05-25 09:20:42 -07:00
samme
9ffa3bd262
Remove spurious assignment
2020-05-24 22:25:21 -07:00
samme
634dfe4f29
Add Phaser.GameObjects.Group#setName
2020-05-24 22:17:55 -07:00
samme
50e93d2cee
Fix error for headless renderer
2020-05-23 11:45:01 -07:00
samme
c0b6027160
Add Arcade Physics types
2020-05-23 10:09:41 -07:00
timo
a39199849e
Allow chaining of multible animations
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With this commit it is possible to chain more than one animation together for example:
this.mole.anims.play('digging',true).anims.chain('lifting').anims.chain('looking').anims.chain('lowering');
This commit introduces a property nextAnimsQueue. It holds all additional nextAnim-Keys in the order the chain()-method was called. It is handed over to the nextAnim-Property in the stop()-method.
2020-05-22 14:03:42 +02:00