Richard Davey
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c2fbad8356
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Added jsdocs. Now 100% complete!
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2018-06-26 17:24:51 +01:00 |
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Richard Davey
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ba9890e9f1
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lint fix
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2018-06-26 16:41:37 +01:00 |
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Richard Davey
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f1190529d2
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ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
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2018-06-26 16:35:45 +01:00 |
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Richard Davey
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b95f980023
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Added in data object passing to all relevant methods #3748
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2018-06-26 16:08:14 +01:00 |
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Richard Davey
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1d4a15f297
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Merge pull request #3748 from rook2pawn/wake-resume-data-from-run
[feat] scene.run can now pass data to .wake and .resume if it needs
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2018-06-26 15:28:50 +01:00 |
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Richard Davey
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39a838fccc
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-06-25 22:53:44 +01:00 |
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Richard Davey
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bb7b99a4db
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Updated log and formatting
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2018-06-25 22:53:42 +01:00 |
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Richard Davey
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dade336b29
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Merge pull request #3782 from Upperfoot/hotfix/tile-culling
Account for position of tilemapLayer when culling tiles
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2018-06-25 22:46:36 +01:00 |
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Richard Davey
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8391042ff9
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Merge pull request #3783 from samme/feature/particle-emitter-stop
Add ParticleEmitter#stop()
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2018-06-25 22:42:00 +01:00 |
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Richard Davey
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8af70d02d1
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Merge pull request #3780 from TadejZupancic/patch-9
disableInteractive
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2018-06-25 22:39:54 +01:00 |
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Richard Davey
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c6c9b25fdc
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Camera.alpha (and its related method Camera.setAlpha ) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
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2018-06-25 17:35:36 +01:00 |
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Richard Davey
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237368161b
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Added Camera.setAlpha method
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2018-06-25 16:31:54 +01:00 |
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Richard Davey
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51468fdefc
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-06-25 16:25:42 +01:00 |
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Richard Davey
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90ba2608fa
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Added in Camera alpha support to all canvas renderers
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2018-06-25 16:24:08 +01:00 |
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Richard Davey
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6dff47b71d
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Added Camera.alpha property
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2018-06-25 16:11:09 +01:00 |
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Richard Davey
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d20188b75d
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Removed camera pool, renamed current ID and added accessor properties
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2018-06-25 16:10:50 +01:00 |
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Richard Davey
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0c55745206
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Updated log
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2018-06-25 16:06:31 +01:00 |
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Richard Davey
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98b1cc2dbc
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Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
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2018-06-25 16:06:22 +01:00 |
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Richard Davey
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bcacfeb87c
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Bob.alpha was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
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2018-06-25 15:59:01 +01:00 |
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Richard Davey
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9a96785cf6
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If the Blitter object has no Bob's to render it will now abort immediately, avoiding several context calls in Canvas mode.
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2018-06-25 15:38:06 +01:00 |
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Chris Andrew
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3b3005926a
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Updated change log.
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2018-06-24 00:55:57 +01:00 |
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Craig Whiteside
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375b1f8f18
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Pulled out calculation for tile pixel position amended with tilemapLayer position
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2018-06-23 21:20:54 +01:00 |
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samme
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bc2212c87d
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Add ParticleEmitter#stop()
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2018-06-23 12:51:16 -07:00 |
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Craig Whiteside
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ac82e39314
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Fix whitespace
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2018-06-23 16:40:19 +01:00 |
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Craig Whiteside
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86f1cbcabf
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Made it more specific to the tile offset.
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2018-06-23 16:34:45 +01:00 |
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Craig Whiteside
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a73e47e508
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Account for position of tilemapLayer when culling tiles
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2018-06-23 16:28:45 +01:00 |
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Richard Davey
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6df877cfa3
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Docs update
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2018-06-23 12:33:20 +01:00 |
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Richard Davey
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e53f61d068
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CameraManager.resetAll now destroys all current Cameras, resets the camera ID marker to 1 and adds a single new Camera.
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2018-06-23 12:33:10 +01:00 |
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Richard Davey
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5a0fe89a7e
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Swap _id to id
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2018-06-23 12:26:39 +01:00 |
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Richard Davey
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932737343b
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Added centerOn argument to setBounds and bumped Camera id to be public
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2018-06-23 12:18:44 +01:00 |
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Chris Andrew
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173bbebbb8
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Merge pull request #3747 from rook2pawn/queueOp-in-run
[fix] sceneManager .run will queueOp if scene not ready
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2018-06-22 12:02:15 +01:00 |
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rook2pawn
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b040146b4a
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simplified logic on queueOp starting an unready scene
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2018-06-22 03:55:21 -07:00 |
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rook2pawn
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dd53268a23
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removed superfluous queue stop
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2018-06-22 03:37:14 -07:00 |
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rook2pawn
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c09b4baf16
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[fix] sceneManager run will queueOp if scene not ready
fixed linting
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2018-06-22 03:37:14 -07:00 |
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rook2pawn
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44a0813591
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[feat] scene.run can now pass data to .wake and .resume if it needs to invoke those methods
update javadoc for scene and scene systems
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2018-06-22 03:32:17 -07:00 |
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Chris Andrew
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734c0115f9
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Documented Geom CopyFrom functions and some Point functions.
Documented one remaining Ellipse ContainsRect parameter.
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2018-06-21 18:42:40 +01:00 |
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Chris Andrew
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2388707379
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Fixed lint error. Minor documentation fix in 2D camera.
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2018-06-21 18:17:00 +01:00 |
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Chris Andrew
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c2bfc52987
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Documented the majority of the Geom Line functions.
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2018-06-21 18:13:56 +01:00 |
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Richard Davey
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53cf7d847b
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Fixed Pan so it updates constantly, allowing Pan + Zoom together
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2018-06-21 17:56:27 +01:00 |
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Richard Davey
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f4f9a98ac1
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Added Camera Zoom Effect
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2018-06-21 17:48:11 +01:00 |
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Richard Davey
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ec168c4b9b
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Removed dead code and added jsdocs
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2018-06-21 17:19:58 +01:00 |
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Richard Davey
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3ece90ad75
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Added Camera.getScroll and the new Pan Effect
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2018-06-21 17:15:43 +01:00 |
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Richard Davey
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53c093ec00
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-06-21 15:55:00 +01:00 |
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Richard Davey
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472df6a7be
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Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
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2018-06-21 15:54:54 +01:00 |
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Chris Andrew
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6854ccb764
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Cleaned up some remaining GameObject descriptions.
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2018-06-21 14:18:28 +01:00 |
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Chris Andrew
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978f982c26
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Documented the remaining ParticleEmitter Zone classes.
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2018-06-21 14:12:47 +01:00 |
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Richard Davey
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583d464230
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-06-21 14:03:35 +01:00 |
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Richard Davey
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2ff6845360
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Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706
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2018-06-21 14:03:31 +01:00 |
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Chris Andrew
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4b5ab4e217
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Documented most of the remaining PathFollower descriptions.
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2018-06-21 13:19:52 +01:00 |
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TadejZupancic
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5859979c96
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Update GameObject.js
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2018-06-21 14:07:18 +02:00 |
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