Richard Davey
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60e311afe5
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Updated JSDocs
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2020-09-11 15:16:37 +01:00 |
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Richard Davey
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111702b820
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Update CHANGELOG.md
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2020-09-11 14:01:58 +01:00 |
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Richard Davey
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2acfbfbe71
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Gamepad._created is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890.
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2020-09-11 14:01:55 +01:00 |
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Richard Davey
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5ecdc3b4a2
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The GamepadPlugin will now call refreshPads as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1 and similar. Fix #4890
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2020-09-11 14:00:14 +01:00 |
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Richard Davey
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a54a3a3e96
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Update CHANGELOG.md
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2020-09-11 12:23:36 +01:00 |
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Richard Davey
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00b799db23
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Use Event const, not string.
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2020-09-11 12:23:33 +01:00 |
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Richard Davey
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c90a3847e4
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DataManager.Events.DESTROY is a new event that the Data Manager will _listen_ for from its parent and then call its own destroy method when received.
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2020-09-11 12:21:39 +01:00 |
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Richard Davey
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fc6240cca8
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Update CHANGELOG.md
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2020-09-11 12:10:14 +01:00 |
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Richard Davey
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ce236f0d69
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ScaleManager.refresh is now called when the Game.READY event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4905
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2020-09-11 12:10:10 +01:00 |
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Richard Davey
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e8a8dd53e7
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Update CHANGELOG.md
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2020-09-11 11:08:45 +01:00 |
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Richard Davey
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57657ce76c
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Updated JSDocs. Fix #5268
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2020-09-11 11:08:43 +01:00 |
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Richard Davey
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0d57de02ee
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Update CHANGELOG.md
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2020-09-11 10:59:51 +01:00 |
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Richard Davey
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56bbfbcb62
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Removed capture and added preventDefaultDown , Up and Move instead. Also better passive handling and smaller listeners.
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2020-09-11 10:59:47 +01:00 |
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Richard Davey
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0aea690497
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Removed inputMouseCapture and added configs for inputMousePrventDefaultDown , Up and Move instead.
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2020-09-11 10:59:20 +01:00 |
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Richard Davey
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77ac89e59b
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Update CHANGELOG.md
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2020-09-11 10:16:31 +01:00 |
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Richard Davey
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b3ee59b0bb
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Remove eol setting, let git handle it
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2020-09-11 10:16:25 +01:00 |
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Richard Davey
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3969d6e45a
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Updated JSDocs to cover situation in #3858
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2020-09-11 10:08:22 +01:00 |
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Richard Davey
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0a20245a77
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Update LICENSE.md
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2020-09-11 09:59:10 +01:00 |
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Richard Davey
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e0fe293f98
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Create .gitattributes
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2020-09-11 09:58:28 +01:00 |
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Richard Davey
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1e1daa5721
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Update CHANGELOG.md
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2020-09-11 09:48:17 +01:00 |
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Richard Davey
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a04690d5af
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The onMouse events in the Input Manager didn't reset the activePointer property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232
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2020-09-11 09:48:13 +01:00 |
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samme
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ae5182be7d
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Default Phaser.Core.Config#audio; and refactor
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2020-09-10 09:22:44 -07:00 |
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Richard Davey
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65faa34884
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2020-09-10 17:05:05 +01:00 |
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Richard Davey
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1e1b3ce27e
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Update CHANGELOG.md
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2020-09-10 17:04:58 +01:00 |
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Richard Davey
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205552d69c
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Fix namespaces. Fix #5289
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2020-09-10 17:04:56 +01:00 |
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Richard Davey
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6697d462cf
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Merge pull request #5291 from rexrainbow/duplicated-code-in-add.existing
Remove duplicated code
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2020-09-10 16:55:48 +01:00 |
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Rex
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f513f5bf31
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Remove duplicated code
Adding game object to UpdateList has been invoked in `displayList.add` by new ADDED_TO_SCENE event already.
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2020-09-10 23:44:21 +08:00 |
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Richard Davey
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efd15f9cde
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3.50.0 Beta 5 dist
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2020-09-09 17:07:53 +01:00 |
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Richard Davey
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8b94cd71d6
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Undo #5212 as it breaks all imports in webpack
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2020-09-09 17:07:40 +01:00 |
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Richard Davey
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ea73a72b73
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Restored animation complete key event.
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2020-09-09 16:08:59 +01:00 |
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Richard Davey
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626a4e08f9
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Update release version
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2020-09-09 13:33:33 +01:00 |
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Richard Davey
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296dafebf5
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No need for gl ref
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2020-09-09 13:33:25 +01:00 |
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Richard Davey
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da4c387d86
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Reference fixes
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2020-09-09 13:21:38 +01:00 |
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Richard Davey
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6734932a32
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Update PipelineManager.js
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2020-09-09 13:09:25 +01:00 |
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Richard Davey
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91b0a646d4
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Update CHANGELOG.md
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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7e840b2670
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Removed all of the pipeline methods and added the Pipeline Manager instance
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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52c2312455
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Update PipelineManager.js
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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2d3edc9512
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Use the new Pipeline Manager methods
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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e450bf2f1f
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Swap to using constants for pipeline names
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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d198818d80
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Game Objects now call the new Pipeline Manager methods directly
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2020-09-09 13:05:18 +01:00 |
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Richard Davey
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4ea080e8a8
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JSDoc fix
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2020-09-09 13:05:17 +01:00 |
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Richard Davey
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7765016caa
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Pipeline constants so we can avoid using strings elsewhere
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2020-09-09 13:05:17 +01:00 |
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Richard Davey
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d3e82f2d76
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The new Pipeline Manager class
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2020-09-09 13:05:17 +01:00 |
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Richard Davey
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88590d8db2
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Merge pull request #5288 from samme/patch-5
Docs: correct type for Arcade.Body#customBoundsRectangle
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2020-09-09 09:56:18 +01:00 |
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samme
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b0ce62e2d8
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Docs: correct type for Body#customBoundsRectangle
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2020-09-08 18:44:12 -07:00 |
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Richard Davey
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8ddbeb1d18
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3.50.0 Beta 4
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2020-09-08 13:55:03 +01:00 |
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Richard Davey
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ce0b498b11
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Update CHANGELOG.md
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2020-09-08 13:40:23 +01:00 |
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Richard Davey
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8b2c9edce2
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GenerateFrameNames can now accept the start and end parameters in reverse order, meaning you can now do { start: 10, end: 1 } to create the animation in reverse.
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2020-09-08 13:40:20 +01:00 |
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Richard Davey
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b99ee24d23
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Update CHANGELOG.md
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2020-09-08 13:02:31 +01:00 |
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Richard Davey
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b8d35d7cf0
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Utils.Array.NumerArray can now accept the start and end parameters in reverse order, i.e. 10, 1 will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
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2020-09-08 13:02:16 +01:00 |
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