Commit graph

4365 commits

Author SHA1 Message Date
Pavle Goloskokovic
f832c35de4 Properly setting previousTime value when setting seek value 2018-01-14 15:22:49 +01:00
Pavle Goloskokovic
de08ac36d5 Properly setting previousTime value when handling delayed playback in update method 2018-01-14 15:22:18 +01:00
Pavle Goloskokovic
ab6c924ccf Properly setting previousTime value when picking and playing audio tag 2018-01-14 15:21:06 +01:00
Felipe Alfonso
ad1701d0ed Changed Image gl pipeline 2018-01-12 21:20:41 -03:00
Felipe Alfonso
79805ac04f Merge branch 'master' into rendering-cleanup 2018-01-12 21:15:06 -03:00
Felipe Alfonso
8bb9b1309f SpriteBatch pipeline re-implementation 2018-01-12 21:13:41 -03:00
Michael Hadley
bf413ea604 Implemented tile & layer callbacks in arcade physics 2018-01-12 15:00:37 -06:00
Michael Hadley
ef58640026 Arcade: tilemap collisions/overlaps now emit appropriate events 2018-01-12 14:23:36 -06:00
Michael Hadley
8f0b428209 Bug fix in events: overlap used where collide should be 2018-01-12 14:20:48 -06:00
Richard Davey
f00f467eec Matter now using new EventEmitter. 2018-01-12 18:59:11 +00:00
Richard Davey
36b4d79369 Removed the old events folder contents and added in an EventEmitter alias for user-land event creation. 2018-01-12 18:59:01 +00:00
Pavle Goloskokovic
0efa048015 Taking into account marker start time when calculating seek 2018-01-12 18:23:07 +01:00
Richard Davey
f9a1e27334 Removed un-used event files and references. 2018-01-12 17:20:16 +00:00
Richard Davey
874a174af7 Fixed lint issue. 2018-01-12 17:20:00 +00:00
Pavle Goloskokovic
f941cabe07 Completed a TODO to clean up html5 audio stuff when calling destroy 2018-01-12 18:16:27 +01:00
Pavle Goloskokovic
44acc440f4 When hijacking audio form other sounds, sorting them by progress rather than just seek, so that we favorize longer sounds to continue their playback 2018-01-12 18:15:52 +01:00
Felipe Alfonso
3282ead8a7 Merge branch 'master' into rendering-cleanup 2018-01-12 14:11:18 -03:00
Richard Davey
c625b8735b Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly. 2018-01-12 17:09:21 +00:00
Richard Davey
296efe0e07 Removed input callbacks as all handled via events now. 2018-01-12 17:09:20 +00:00
Richard Davey
bca6bd692e You can now specify a defaultTextureKey for animation configurations, to avoid having it inside of every frame object. 2018-01-12 17:09:20 +00:00
Michael Hadley
15825eacb3 Add note about circle bodies not currently being supported in Arcade tile intersection 2018-01-12 10:53:36 -06:00
Pavle Goloskokovic
aa820b08ea Setting audio tag name to contain index number, useful for debugging 2018-01-12 17:49:25 +01:00
Felipe Alfonso
5ca2805dbc Fixed issue with blitter batch incorrect instruction order and forced unsigned int result for color tint operation 2018-01-12 13:46:46 -03:00
Pavle Goloskokovic
9bb138f40d Dispatching event when setting HTML5AudioSoundManager volume property 2018-01-12 17:26:16 +01:00
Pavle Goloskokovic
30027af69e Dispatching event when setting HTML5AudioSoundManager mute property 2018-01-12 17:25:59 +01:00
Pavle Goloskokovic
8f3f88c24d Checking for set audio property instead of isPlaying flag 2018-01-12 17:19:03 +01:00
Pavle Goloskokovic
919665dd96 Fixed scope issue 2018-01-12 17:11:12 +01:00
Felipe Alfonso
40262eb0cb Merge branch 'master' into rendering-cleanup 2018-01-12 12:42:45 -03:00
Pavle Goloskokovic
95d0b5f784 Merge remote-tracking branch 'origin/master' 2018-01-12 16:12:23 +01:00
Pavle Goloskokovic
4038291373 Changed the order of defining startTime and previousTime properties 2018-01-12 16:12:15 +01:00
Pavle Goloskokovic
b2eef5b96e Added a todo 2018-01-12 16:03:15 +01:00
Pavle Goloskokovic
2a76c6eff5 Updating previousTime property when setting seek value 2018-01-12 16:01:19 +01:00
Pavle Goloskokovic
1cdebc80c3 Updating previousTime when picking and playing audio for sound 2018-01-12 16:00:37 +01:00
Pavle Goloskokovic
1180d82c27 Updating previousTime when starting sound with delayed playback 2018-01-12 15:59:40 +01:00
Pavle Goloskokovic
398b337da9 Resetting previousTime property when stopping sound or hijacking audio from another sound 2018-01-12 15:58:43 +01:00
Pavle Goloskokovic
de9e5a0d1f Updating currentTime to new audio currentTime value while handling looping before assigning that value to previousTime property 2018-01-12 15:57:55 +01:00
Pavle Goloskokovic
a51a0bd543 Setting previousTime property to currentTime value at the end of update method
Using condition when current time is less then previous time to indicate sound looping and dispatch an event
2018-01-12 15:39:58 +01:00
Pavle Goloskokovic
1ec66f644f Added previousTime property to keep track of audio tag's playback position recorded on previous update method call 2018-01-12 15:32:30 +01:00
Pavle Goloskokovic
9ec4d9a829 Fixing sound position if sound loops and starts from the beginning between two update calls 2018-01-12 15:30:11 +01:00
Pavle Goloskokovic
735cf10a3f Dispatching SOUND_ENDED event when sound ends, obviously :) 2018-01-12 15:28:06 +01:00
Pavle Goloskokovic
72955bfe30 Handling sound ending in update method 2018-01-12 15:27:25 +01:00
Pavle Goloskokovic
0d0df1900b Added logic for handling looping in update method 2018-01-12 15:23:39 +01:00
Pavle Goloskokovic
81d794b4c6 Setting audio to correct state when starting it since it might be playing already when hijacked form another sound 2018-01-12 15:18:31 +01:00
Richard Davey
d554d61319
Merge pull request #3158 from Flet/KeyComboMatchEvent-fix
set data to KeyCombo for KeyComboMatchEvent
2018-01-12 10:31:51 +00:00
yp
242471beb9 Renamed no longer existing Vector2/3 .sub and .len to .subtract and .length where still used 2018-01-12 02:18:36 +02:00
Dan Flettre
16b672e291 set data to KeyCombo for KeyComboMatchEvent 2018-01-11 18:14:45 -06:00
Michael Hadley
bab399a02e Made CollideHandler consistent by returning value from logic branches
Each branch should return true/false based on whether a collision happened
2018-01-11 14:13:42 -06:00
Michael Hadley
00cebf8eae CollideGroupVsTilemapLayer implementation 2018-01-11 14:03:34 -06:00
Pavle Goloskokovic
e68ff2b18a Saving current position of the sound and stopping and releasing audio tag when calling pause method 2018-01-11 18:55:42 +01:00
Pavle Goloskokovic
f6de613fd0 Added stopAndReleaseAudioTag method to stop sound playback and mark audio tag as unused and release it for other sounds to use 2018-01-11 18:53:54 +01:00
Pavle Goloskokovic
8578319171 requiring SoundEvent class 2018-01-11 18:51:02 +01:00
Pavle Goloskokovic
40b2bf79b7 Calling pickAndPlayAudioTag from resume method 2018-01-11 18:50:25 +01:00
Pavle Goloskokovic
9e7ccb1503 Added helpful flags comment 2018-01-11 18:49:44 +01:00
Pavle Goloskokovic
a6b4066468 Moved logic for setting up and playing audio tag so it can be reused 2018-01-11 18:45:34 +01:00
Pavle Goloskokovic
f9093a2d7e Disabling setting seek property on a delayed sound 2018-01-11 18:41:43 +01:00
Pavle Goloskokovic
81e8542af7 Resetting startTime property of a hijacked sound 2018-01-11 18:40:36 +01:00
Pavle Goloskokovic
fb29afedae Preventing resume calls on delayed sounds 2018-01-11 18:39:45 +01:00
Pavle Goloskokovic
c1b24c4adb Preventing pause calls on delayed sounds 2018-01-11 18:39:19 +01:00
Pavle Goloskokovic
fb6b989035 Handling delayed playback in update method 2018-01-11 18:31:36 +01:00
Pavle Goloskokovic
3388fd018f Setting startTime based on delay config when calling play method 2018-01-11 18:30:16 +01:00
Pavle Goloskokovic
d6256c47c5 Defined startTime property 2018-01-11 18:23:28 +01:00
Pavle Goloskokovic
82819ec782 Setting sound position, applying config and starting playback if delay is set to 0 when calling play method 2018-01-11 18:20:18 +01:00
Pavle Goloskokovic
11923621ad Finding available audio tag when calling play method and resetting and returning false if it was not successful 2018-01-11 18:17:50 +01:00
Pavle Goloskokovic
af8666f611 Added reset method that calls super stop method in order to reset sounds state
Calling reset method and setting audio to null after hijacking audio tag from another sound
2018-01-11 18:15:42 +01:00
Pavle Goloskokovic
106e32499f Sorting sounds to hijack audio from by loop and seek properties values 2018-01-11 18:12:52 +01:00
Pavle Goloskokovic
f377b4fa85 Finding another sound to hijack audio tag from if there are no free audio tags and override setting is set to true 2018-01-11 18:11:10 +01:00
Pavle Goloskokovic
fc19a05f0b Returning false if override setting of sound manager is set to false 2018-01-11 18:05:12 +01:00
Pavle Goloskokovic
935ef78102 Added method for finding unused audio tag for playing sound 2018-01-11 18:04:17 +01:00
Pavle Goloskokovic
6730b3b314 Defined seek property for HTML5AudioSound class 2018-01-11 18:00:42 +01:00
Pavle Goloskokovic
d6b11e2fdb Defined seek property's setter for HTML5AudioSound class 2018-01-11 17:59:36 +01:00
Pavle Goloskokovic
afb8075379 Defined seek property's setter for HTML5AudioSound class 2018-01-11 17:58:26 +01:00
Pavle Goloskokovic
110c6891dd Defined volume property for HTML5AudioSound class 2018-01-11 17:57:04 +01:00
Pavle Goloskokovic
8f9eafd315 Defined mute property for HTML5AudioSound class 2018-01-11 17:55:05 +01:00
Pavle Goloskokovic
495a79d4bf Implemented setRate method 2018-01-11 17:51:58 +01:00
Pavle Goloskokovic
91f9629ed2 Implemented setVolume method 2018-01-11 17:50:20 +01:00
Pavle Goloskokovic
162a063f03 Implemented setMute method 2018-01-11 17:49:40 +01:00
Pavle Goloskokovic
ede81f2a03 Added destroy method 2018-01-11 17:48:23 +01:00
Pavle Goloskokovic
0223019290 Added blank update method 2018-01-11 17:47:01 +01:00
Pavle Goloskokovic
d51156fe94 Added stop method implementation that calls super method and dispatches stop event 2018-01-11 17:45:02 +01:00
Pavle Goloskokovic
196258b8ac Added resume method implementation that calls super method and dispatches resume event 2018-01-11 17:43:56 +01:00
Pavle Goloskokovic
5e8d0dcaee Added pause method implementation that calls super method and dispatches pause event 2018-01-11 17:42:18 +01:00
Pavle Goloskokovic
d3c034e5cc Added play method implementation that calls super method and dispatches play event 2018-01-11 17:40:59 +01:00
Pavle Goloskokovic
b452859b78 Assigning duration and totalDuration values to audio tag duration 2018-01-11 17:38:47 +01:00
Pavle Goloskokovic
1d925105bd Audio property docs update 2018-01-11 17:37:28 +01:00
Pavle Goloskokovic
ad858d1475 Throwing an error if no sound with given key was loaded 2018-01-11 17:36:51 +01:00
Pavle Goloskokovic
cf83880fb0 Defined tags property that holds reference to audio tags array 2018-01-11 17:35:25 +01:00
Pavle Goloskokovic
b22116e1f8 Updated override property docs 2018-01-11 17:32:49 +01:00
Pavle Goloskokovic
2372fdd812 Completed a TODO to return HTML5AudioSoundManager instance when necessary 2018-01-11 17:29:57 +01:00
Pavle Goloskokovic
7c715f1ba0 Removed detune property since it is already implemented in BaseSound class 2018-01-11 17:28:52 +01:00
Pavle Goloskokovic
be713af155 Removed rate property since it is already implemented in BaseSound class 2018-01-11 17:28:25 +01:00
Pavle Goloskokovic
98700ffff2 Updating play method to return boolean indicating if play call was done successfully 2018-01-11 17:27:19 +01:00
Pavle Goloskokovic
15562a70e3 Updated override property docs 2018-01-11 17:25:55 +01:00
Pavle Goloskokovic
ef60c16551 Marking audio tags as unused when creating them 2018-01-11 17:25:27 +01:00
Pavle Goloskokovic
2903417798 Defining detune property on a BaseSound class since it's the shared behaviour between subclasses 2018-01-11 17:24:53 +01:00
Pavle Goloskokovic
15f2717e9b Defining rate property on a BaseSound class since it's the shared behaviour between subclasses 2018-01-11 17:24:26 +01:00
Pavle Goloskokovic
c0c6e39ccd Updating play method to return boolean indicating if play call was done successfully 2018-01-11 17:22:57 +01:00
Pavle Goloskokovic
5aec2e45e4 Merge remote-tracking branch 'origin/master' 2018-01-11 16:51:11 +01:00
Pavle Goloskokovic
e75871adec Added override property to HTML5AudioSoundManager 2018-01-11 16:50:50 +01:00
Richard Davey
829747370c Merge branch 'master' of https://github.com/photonstorm/phaser 2018-01-11 14:48:46 +00:00
Richard Davey
e601f4060a Exposed SoundManager via Scene Systems 2018-01-11 14:48:43 +00:00
Michael Hadley
5241798ab3 Pass TILE_BIAS from arcade world into tile colliding functions 2018-01-11 08:32:07 -06:00
Richard Davey
718859b02e Moved the depth sorting functions into the DisplayList class, as it's really the one responsible for it, not System. 2018-01-11 13:59:06 +00:00
Michael Hadley
98ae8009e0 Arcade rect vs tilemap layer collision handling 2018-01-10 20:47:25 -06:00
Michael Hadley
fdc1af0cd2 Install isTilemap prop used by physics system for fast type checking 2018-01-10 20:45:28 -06:00
Michael Hadley
32788d6eb6 Stub arcade collide vs tilemap methods 2018-01-10 20:43:11 -06:00
Michael Hadley
e3699aaea0 Remove unnecessary Arcade Body#tilePadding 2018-01-10 19:34:22 -06:00
Felipe Alfonso
8e66cf9f98 Merge branch 'master' into rendering-cleanup 2018-01-10 17:05:32 -03:00
Felipe Alfonso
54274b782a BlitterBatch pipeline working 2018-01-10 17:03:01 -03:00
Richard Davey
04b8f4203e Started moving plugins to their own folders. 2018-01-10 16:29:46 +00:00
Pavle Goloskokovic
9fc3aaa0da Moved HTML5AudioSoundManager.js 2018-01-10 16:50:21 +01:00
Pavle Goloskokovic
081908fd7b Moved HTML5AudioSound.js 2018-01-10 16:50:11 +01:00
Pavle Goloskokovic
0a10240c61 Moved HTML5AudioFile 2018-01-10 16:49:56 +01:00
Pavle Goloskokovic
d0d3a6473d Merge remote-tracking branch 'origin/master' 2018-01-10 16:20:13 +01:00
Richard Davey
4da410117f
Merge pull request #3152 from halgorithm/fix-normalize
Fix geom/point/Normalize.js
2018-01-10 13:25:25 +00:00
Hal Helms
89e4289c9d
Fix WeightedRandomize.js 2018-01-09 22:26:02 -08:00
Hal Helms
42ad0ac399
Add semicolons to WeightedRandomize 2018-01-09 22:24:56 -08:00
Hal Helms
302eba15d9
Update WeightedRandomize docs for index arrays 2018-01-09 22:09:28 -08:00
Hal Helms
e128733f02
Update WeightedRandomize() to support index arrays 2018-01-09 22:05:34 -08:00
Hal Helms
4fd10f437c
Fix geom/point/Normalize.js 2018-01-09 21:58:13 -08:00
Felipe Alfonso
15c45bda0e BlitterBatch2 base rendering. Still missing Texture binding 2018-01-09 19:51:22 -03:00
Richard Davey
d8f1ba03e9 Moved repository location 2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
7a155f66fe Added Tilemap back in and tested with Blitter object, and it works really fast. 2016-11-15 03:11:21 +00:00
Richard Davey
346fbc2cbd Blitter + Bob now rendering and updating fully. 2016-11-15 01:57:42 +00:00
Richard Davey
6866e8303a Added immediate option, to skip the Update Manager. 2016-11-15 01:57:29 +00:00
Richard Davey
e150efea1f Added Blitter Game Object, for fast drawing of texture frames, with single level transforms. 2016-11-14 23:38:41 +00:00
Richard Davey
67eb8753e8 Added default values. 2016-11-14 23:38:20 +00:00
Richard Davey
4d4344bf03 Arcade Physics updated to use new Transform system. 2016-11-11 02:20:31 +00:00
photonstorm
aac31f6858 FBOs are bound to parents. 2016-11-10 17:05:04 +00:00
photonstorm
e66c1514e0 Transforms update vertex data on parent changes. 2016-11-10 17:04:55 +00:00
photonstorm
49c57089b3 Quick test. 2016-11-10 17:04:37 +00:00
photonstorm
fa3905c8c7 Containers added themselves to States properly. 2016-11-10 17:04:29 +00:00
Richard Davey
d0eab7a4e7 Added Ellipse.circumferencePoint 2016-11-10 03:00:41 +00:00
Richard Davey
f621f4aa81 Added ref to State Manager. 2016-11-10 02:01:02 +00:00
Richard Davey
13d8f332f4 Drag events. 2016-11-10 00:53:29 +00:00
Richard Davey
fb8da7ac08 Fixed transform look-up. 2016-11-10 00:41:15 +00:00
Richard Davey
8d8ca49f5e Fixed UpdateManager call. 2016-11-10 00:10:48 +00:00
Richard Davey
89885dcb7c Refactored the Input Manager. 2016-11-10 00:10:39 +00:00
photonstorm
be13ededee Panic stations. 2016-11-09 15:33:47 +00:00
photonstorm
38868d6ecf Fixed Pixel Field. 2016-11-09 15:33:42 +00:00
photonstorm
519c121a52 Updated the way the State Config works. 2016-11-09 14:52:53 +00:00
photonstorm
9064727b41 Added performance.now polyfill. 2016-11-09 14:52:44 +00:00
photonstorm
c0a98c467f Removed the console debug. 2016-11-09 14:52:34 +00:00
photonstorm
0c14b261d5 Removed all the _old properties. 2016-11-09 14:52:23 +00:00
photonstorm
7a35f68ddc MainLoop rendering interpolation done. 2016-11-09 12:25:26 +00:00
Richard Davey
961997ac5c Debugging the loop. 2016-11-09 09:05:50 +00:00
Richard Davey
48f90fec34 Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object. 2016-11-08 01:50:57 +00:00
photonstorm
b3c2ddb420 Pre-crash salvage. 2016-11-07 17:05:14 +00:00
Richard Davey
c683ae2e1f Tidying up. 2016-11-07 01:01:09 +00:00
Richard Davey
d34a5062c0 New Frame Crop function. 2016-11-07 00:33:53 +00:00
Richard Davey
4b42972a9b Comment out some parts that don't work yet. 2016-11-07 00:33:42 +00:00
Richard Davey
2e4e4be68d Added Frame.clone. 2016-11-07 00:33:18 +00:00
Richard Davey
efebd79e30 Added State.pause. 2016-11-06 16:50:45 +00:00
Richard Davey
f2cb384da0 State indexing added. 2016-11-06 13:59:48 +00:00
Richard Davey
967bb6cc02 Don't move to active until init / preload / create is over. 2016-11-06 13:04:45 +00:00
Richard Davey
d568d2bede Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess. 2016-11-06 12:18:08 +00:00
Richard Davey
21937a1106 States can once again be defined from pure functions now. 2016-11-04 06:25:07 +00:00
Richard Davey
89a737a620 State Manager holds all given states until booted before creating them. 2016-11-04 05:41:00 +00:00
Richard Davey
a5736f10e3 Phaser.State now takes a config object. Can be used to set managers, position, name, etc. 2016-11-04 04:12:18 +00:00
Richard Davey
c60eae4ee1 Fixed vert dimensions, texture still needs to be based on renderer size. 2016-11-04 04:11:47 +00:00
Richard Davey
f9745bbce3 States now own a Loader instance, rather than it being a Phaser global. 2016-11-04 03:21:04 +00:00
Richard Davey
893d35ea89 Multiple States now rendering together, with their own systems and managers :) 2016-11-04 03:09:48 +00:00
Richard Davey
2326b331f1 States now have their own FBO (under WebGL) which the renderer uses. 2016-11-04 02:24:49 +00:00
Richard Davey
a366ef8f3c New State Manager up and running. 2016-11-04 02:08:17 +00:00
Richard Davey
dd34e4033a Brand new State class. 2016-11-03 22:26:52 +00:00
Richard Davey
268e40ea7e Add to 'state' by default now. 2016-11-03 22:26:39 +00:00
Richard Davey
2dd7e68707 Extends the Factory. 2016-11-03 22:26:28 +00:00
Richard Davey
a15747203e Moved boot into Game, and added State property. 2016-11-03 22:26:16 +00:00
Richard Davey
89ece19c78 Disabled twirl. 2016-11-03 22:25:55 +00:00
Richard Davey
16e687cb2a Fixed issue with FBO leaving no bound texture on unit zero. 2016-11-03 21:50:14 +00:00
Richard Davey
181e08a1f9 Testing fix. 2016-11-03 21:32:06 +00:00
Richard Davey
8971d8eaf4 Updated comments 2016-11-03 21:13:48 +00:00
Richard Davey
b65a9bec42 Tidying up. 2016-11-03 21:10:53 +00:00
Richard Davey
e0c6a0c470 Using createEmptyTexture again. 2016-11-03 21:06:14 +00:00
photonstorm
57e12415cc Removing test code. 2016-11-03 17:25:14 +00:00
photonstorm
a86b02d55a Finally! Fixed the multi texture + FBO pipeline. 2016-11-03 17:19:16 +00:00
photonstorm
a3d9cf9b6d Tiny Batch! 2016-11-03 13:47:37 +00:00
Richard Davey
def3a93b5f Trying to debug fbo + multi-texture 'cannot draw to same texture' issue. 2016-11-03 05:10:50 +00:00
Richard Davey
106a55e642 Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class. 2016-11-03 04:22:07 +00:00
Richard Davey
8439cf0c15 Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders. 2016-11-03 04:04:34 +00:00
Richard Davey
6e70669e28 Added getVerticesFromRect so the fbo is calculated from pixel values. 2016-11-03 02:50:52 +00:00
Richard Davey
8603374316 More docs. 2016-11-03 02:07:15 +00:00
Richard Davey
0b070822d3 Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in. 2016-11-03 01:51:31 +00:00
Richard Davey
9600ed038d Updated destroy method. 2016-11-03 01:49:55 +00:00
Richard Davey
e2b7e54c5f Testing twirl shader :) 2016-11-02 01:47:59 +00:00
Richard Davey
b5faa8843d Finally, FBO for main renderer working! 2016-11-02 01:22:27 +00:00
Richard Davey
4b0c028200 Adding FBO support. 2016-11-02 01:00:56 +00:00
Richard Davey
6e284cf4f9 Removed test code. 2016-11-01 01:19:32 +00:00
Richard Davey
e6d0e17a8e Guarded vertex update. 2016-11-01 01:19:22 +00:00
Richard Davey
03b651f79f Loads of tweaks re: Transform inheritance. 2016-11-01 00:31:45 +00:00
Richard Davey
c681abbea8 Removed duplicate flush methods from the batch processors. 2016-10-31 21:46:31 +00:00
Richard Davey
19d9241dc7 Removed un-needed shaders.
Added batch processor switching and tested it.
2016-10-31 21:42:23 +00:00
Richard Davey
7477599005 Refactored ImageBatch into the more accurately named SingleTextureBatch. 2016-10-31 19:44:46 +00:00
photonstorm
5ef7fd3377 Moved flush to BaseBatch. 2016-10-31 17:15:36 +00:00
Richard Davey
8e2c5b7669 Removed dead code. 2016-10-31 00:03:57 +00:00
Richard Davey
c27b2f9fca Changed batch limits. Currently running 20,000 pixels in 1 draw call. 2016-10-30 23:59:47 +00:00
Richard Davey
c4a79bfadc Pixel Batch rendering working, and passing through properly. 2016-10-30 23:40:18 +00:00
Richard Davey
bd80999b33 Refined the Image and WebGL Renderers. 2016-10-30 22:58:14 +00:00
Richard Davey
a55df3f143 Added in the Pixel Field batch processor and start of the Game Object. 2016-10-30 22:57:50 +00:00
Richard Davey
3c248d1cb4 Added in the FX Batch processor. 2016-10-30 22:57:29 +00:00
Richard Davey
5ec168a741 Added the multi texture batch processor, and tested it working. 2016-10-30 22:57:19 +00:00
Richard Davey
322f711f58 Enabled the default and missing images again. 2016-10-30 22:56:17 +00:00
Richard Davey
525c3e1a44 Removed all the redundant methods and added in the new batch processors. 2016-10-30 22:56:06 +00:00
Richard Davey
577b81580a New batch system working. 2016-10-30 14:57:38 +00:00
Richard Davey
7051557e21 Merging the functions into the right classes. Nearly ready to test. 2016-10-29 21:29:16 +01:00
Richard Davey
44f7629cc8 Tidying up the new batch. 2016-10-29 14:41:43 +01:00
Richard Davey
30dea30601 Splitting the batch processors into their own classes. 2016-10-29 13:38:57 +01:00
photonstorm
863efde5ed Getting ready to move the shaders out. 2016-10-28 18:35:23 +01:00
Richard Davey
f1760f961d Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working. 2016-10-28 02:42:58 +01:00
Richard Davey
33c618d30e Fixed issue where changing blend mode didn't correctly reset the batch. 2016-10-27 15:14:22 +01:00
Richard Davey
2b850ad4e8 Setting the anchor dirties the Transform. 2016-10-27 15:14:09 +01:00
photonstorm
fd3898742f Added ability to toggle multi-texture support at run-time. 2016-10-25 16:44:23 +01:00
photonstorm
8de992175e Renamed Renderer spriteBatch to just batch. 2016-10-25 14:30:29 +01:00
photonstorm
a271a52ec7 Added glLastUsed property to TextureSource. 2016-10-25 13:23:14 +01:00
Richard Davey
120b6eb2bd Blend Modes work. More optimisations in the batch manager. 2016-10-25 03:57:34 +01:00
Richard Davey
dae0b2c124 Fixed Multi Texture support across split texture atlases. 2016-10-25 01:54:49 +01:00
Richard Davey
8ab7dc80dc Sorted out swapping WebGL textures in a non-multi texture environment. 2016-10-25 01:40:16 +01:00
Richard Davey
4c6691863c Fixed Multi Texture support in the new batch manager. 2016-10-25 00:41:45 +01:00
photonstorm
2af81bdfba Masses of refactoring in BatchManager, making it as compact and fast as possible. 2016-10-24 17:14:10 +01:00
Richard Davey
3cb806c86e New addVerts method working. 2016-10-23 11:25:44 +01:00
Richard Davey
7cfe3b3919 Exploring using addVert / addVerts to allow for shadow injection from the Game Objects layer. 2016-10-22 18:02:43 +01:00
photonstorm
4af0fb3247 Added offset vector back in. 2016-10-20 15:01:22 +01:00
photonstorm
ef5e23abad Fixed TI attribute. 2016-10-20 14:33:31 +01:00
Richard Davey
35373da918 Adding texture index 2016-10-20 05:04:06 +01:00
photonstorm
64cd88f7b4 Trying out flash effect. 2016-10-19 17:17:26 +01:00
photonstorm
d19148aec0 Getting to the point where the 'render' call is just array population, no calculation. 2016-10-19 14:31:35 +01:00
photonstorm
4c60effae4 Vertex Data calculations moved here, only updated when dirty. Saves time batch calculating. 2016-10-19 14:31:13 +01:00
photonstorm
f1e8396b6f Tidying up. 2016-10-19 14:30:43 +01:00
photonstorm
079f81a639 Opps - blend mode needed :) 2016-10-19 14:30:33 +01:00
photonstorm
32e2df93c2 Fixed Inverse UV calc. 2016-10-19 14:30:23 +01:00
photonstorm
4f8e509f91 Fixed JSON Hash parsing. 2016-10-19 14:29:52 +01:00
photonstorm
0a659bcf67 No longer needed. 2016-10-19 14:29:38 +01:00
photonstorm
fb3bb4b32f Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication. 2016-10-19 11:54:00 +01:00
Richard Davey
b49edb762e Reset defaults. 2016-10-19 03:58:25 +01:00
Richard Davey
3d753255e4 Added support for the Background Color component values in the WebGL Sprite Batch shader. 2016-10-19 03:55:28 +01:00
Richard Davey
91ee135208 Fixed tint order and exposed via getters. 2016-10-19 03:10:30 +01:00
Richard Davey
5273799912 Added Color component to Stage and Image.
Added tint support into the Batch Manager.
2016-10-19 02:21:20 +01:00
Richard Davey
1aebdb9dd7 Fixed the Batch renderer at last. Just need to add multi-texture support back in. 2016-10-19 01:56:31 +01:00
Richard Davey
238c2fc8aa Trying more things to get it working! 2016-10-19 00:23:40 +01:00
photonstorm
18b12dfc3e Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components. 2016-10-18 17:03:25 +01:00
Richard Davey
c39c97f9d8 Starting to split up. 2016-10-17 21:22:55 +01:00
Richard Davey
d3f7813616 Timeline component base. 2016-10-16 23:52:09 +01:00
Richard Davey
60b23a157e Added tint to Color component. 2016-10-16 23:51:54 +01:00
photonstorm
3020e3b8cf Updating core objects. 2016-10-14 08:59:24 +01:00
photonstorm
d8adad4294 Dirty on creation. 2016-10-14 08:58:48 +01:00
photonstorm
64838a319a New Color component. 2016-10-14 08:58:35 +01:00
photonstorm
bfd391b251 Using Color component. 2016-10-14 08:58:26 +01:00
photonstorm
15fbd0962d Renamed to Update Manager. 2016-10-14 08:58:12 +01:00
photonstorm
f9ffe098c3 Check the worldAlpha when rendering. 2016-10-14 06:32:03 +01:00
photonstorm
9fcfa86cbf Forced alpha context. 2016-10-14 06:31:53 +01:00
photonstorm
386e22b0fd Commented out all the bg color stuff. It now just changes the canvas CSS. 2016-10-14 06:31:26 +01:00
photonstorm
9961eeee6b Added worldAlpha property. 2016-10-14 06:31:01 +01:00
photonstorm
9f07eb176b StateManager no longer saves and resets the context around a Canvas state render function. 2016-10-14 06:30:44 +01:00
photonstorm
e06b900a61 Removed antialias, transparent and physicsConfig arguments from the Game constructor. 2016-10-14 06:30:07 +01:00
photonstorm
e01141e522 Added updateFromDirtyParent. 2016-10-14 06:29:42 +01:00
photonstorm
ee20190ea8 The Children component can now skip modifying the Transforms. 2016-10-14 06:29:22 +01:00
photonstorm
582d705b1f Updated base game objects. 2016-10-14 04:09:22 +01:00
photonstorm
60d348c464 Implemented a Dirty Transform Manager. Testing it out, but so far, so good. 2016-10-14 04:09:07 +01:00
photonstorm
ff2caeeb1c Some quick Image tests (will need to move to Sprite soon) 2016-10-14 02:21:21 +01:00
photonstorm
c5088d4ba6 Updated Factory to add to parent. 2016-10-14 02:21:04 +01:00
photonstorm
26711241ac Disabled access to World and Camera for now. 2016-10-14 02:20:35 +01:00
photonstorm
f6903df104 Stage now extends Container. 2016-10-14 02:20:01 +01:00
photonstorm
680ce51842 Updated Container methods, renamed renderers, added Factory. 2016-10-14 02:19:35 +01:00
photonstorm
d0cb0f2457 Commented out World and Camera for now. 2016-10-14 02:19:10 +01:00
photonstorm
c2841cc1f6 Fixed parenting. 2016-10-14 02:18:48 +01:00
photonstorm
fe623ec708 Fixed Transform, added in child management methods and tidied up. 2016-10-14 02:18:37 +01:00
Richard Davey
483c3eb34b Updated to work with new Image properties. 2016-10-13 01:54:40 +01:00
Richard Davey
6373d8ebb3 Moved methods and getters around. 2016-10-13 01:54:30 +01:00
Richard Davey
559126d7b5 Moved to using new Transform component, and adjusted other properties. 2016-10-13 01:54:18 +01:00
Richard Davey
d6bb27f51c Disabled the Debug class. 2016-10-13 01:54:01 +01:00
Richard Davey
72ee3c7a84 Updating Image game object to use the new Transform component. 2016-10-13 00:08:26 +01:00
Richard Davey
35854ea58d Cache now adds in Default and Missing images to the new Texture Manager. 2016-10-13 00:08:11 +01:00
Richard Davey
e9b80ecb93 Added the Transform components. 2016-10-12 23:53:39 +01:00
Richard Davey
e05cc8978a Added Data.merge. 2016-10-12 22:39:37 +01:00
photonstorm
ca4874cdd7 Data component updates. 2016-10-12 17:05:27 +01:00
photonstorm
9ed542781b Added the new Data Component. 2016-10-12 15:19:04 +01:00
Richard Davey
271aab1844 Removed the GPU texture handlers out of the Texture Manager, and into the WebGL Renderer. 2016-10-11 23:48:22 +01:00
Richard Davey
379b54b554 Added TextureManager.addSpriteSheetFromAtlas and removed it from the Texture class. 2016-10-11 22:46:23 +01:00
Richard Davey
a2ac0a2c58 Multi-atlas loader support complete, adding to the Texture Manager properly. 2016-10-11 22:11:54 +01:00
Richard Davey
65ce4928d9 Expanded multi-atlas support in the Loader. Fixing ESLint errors too. 2016-10-11 19:50:36 +01:00
Richard Davey
591bf828a9 Phaser.ArrayUtils.numberArray now has optional prefix and suffix arguments, allowing you to do: numberArray(1, 4, 'Level ') and the Array will contain ["Level 1", "Level 2", "Level 3", "Level 4"]. 2016-10-11 17:42:58 +01:00
photonstorm
775dee029d Added Loader.multiatlas - for multi-atlas textures. 2016-10-11 16:48:12 +01:00
photonstorm
ce3308ea1d Hooking the Loader and Cache into the new Texture Manager. 2016-10-11 14:52:17 +01:00
Richard Davey
e0ef9cab8b Hooked the Texture Manager into the Cache. 2016-10-10 23:57:51 +01:00
Richard Davey
70729234e8 Added the Texture Manager into the core systems list. 2016-10-10 23:39:52 +01:00
Richard Davey
3ac8c4fcc5 Tidied up the Children component. 2016-10-09 23:39:27 +01:00
Richard Davey
0af16817a5 Refactored GameObjects to GameObject. 2016-10-09 22:27:58 +01:00
Richard Davey
fb13151959 Start of the container. 2016-10-08 17:19:55 +01:00
Richard Davey
d137d3e989 Swapped over to using the new Factory. 2016-10-08 16:31:08 +01:00
Richard Davey
380e717e52 Finished off missing factories. Moved over the docs. Changed rogue @returns to @return everywhere. 2016-10-08 16:17:46 +01:00
Richard Davey
6d0dc5e003 Added BitmapText Factory. 2016-10-08 13:18:35 +01:00
Richard Davey
729020477a New Game Objects structure in place, and starting to take shape.
Moved BitmapData and RenderTexture into the textures folder for now.

All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.

New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
85c580ac61 Starting porting RenderTexture over. 2016-10-07 03:55:55 +01:00
Richard Davey
f9fe6a3e94 Fixed canvas SpriteBatch and removed duplicate render functions. 2016-10-07 03:41:48 +01:00
Richard Davey
5b4280d694 Removed the matrix. 2016-10-07 03:34:42 +01:00
Richard Davey
35fd29a45a Removed Pixi globals, and moved constructors above the prototype. 2016-10-07 03:32:37 +01:00
Richard Davey
1262ba7e51 Removed PixiDefaults. 2016-10-07 03:23:38 +01:00
Richard Davey
0abf9d958d Updated scaleMode global. 2016-10-07 03:22:59 +01:00
Richard Davey
3fab1ce385 Working through the Pixi globals and removing them. 2016-10-07 03:21:39 +01:00
Richard Davey
98d2bdf03b Fixed rotation! and setting Canvas tint modes. 2016-10-07 03:08:51 +01:00
Richard Davey
f6047763fa Fixed Graphics rendering. 2016-10-07 02:53:34 +01:00
Richard Davey
39a8d71027 Fixed, and now rendering properly. 2016-10-07 02:31:35 +01:00
Richard Davey
2630a48266 Added TileSprite to the renderer. 2016-10-07 02:09:12 +01:00
Richard Davey
b18bdab447 UID is set by the Renderer now, removing another Phaser global. 2016-10-07 01:33:01 +01:00
Richard Davey
c67904311c Moved default vertex shader to the sprite shader.
Added multi-texture support back in.
2016-10-07 01:12:31 +01:00
Richard Davey
ea9c9ae7b3 Removed gl texture ID. 2016-10-07 00:59:10 +01:00
Richard Davey
b254d085cd All of the WebGL Graphics draw ops have been split out, tidied up and merged. 2016-10-07 00:40:31 +01:00
Richard Davey
97b1ac9d4f Typo fix. 2016-10-06 23:37:44 +01:00
Richard Davey
8a72f0ff35 FilterTexture converted. 2016-10-06 23:36:00 +01:00
Richard Davey
281e9287d1 FilterManager converted. Temp. stencil buffer needs adding. 2016-10-06 23:19:26 +01:00
Richard Davey
caffc9ca5f Added FilterManager and StencilManager to new renderer. 2016-10-06 22:59:42 +01:00
Richard Davey
a096dd4f7d Removed context arrays. 2016-10-05 01:47:54 +01:00
Richard Davey
dc92c92a30 Removed all instances of gl.id. 2016-10-05 01:45:22 +01:00
Richard Davey
a12ba9fa10 Added WebGL Sprite Batch. 2016-10-05 01:40:25 +01:00
Richard Davey
fe92b4e388 WebGL using mixins. 2016-10-05 01:25:06 +01:00
Richard Davey
4cd0e833d5 Sorted out the mixin needed for the Canvas renderer. 2016-10-05 01:09:23 +01:00
Richard Davey
047a994334 Canvas and WebGL rendering Text again. 2016-10-04 22:47:05 +01:00
Richard Davey
28eb7a5f40 Adding in more renderer game objects. 2016-10-04 22:36:07 +01:00
photonstorm
482bb96056 Added in SpriteBatch, Graphics and Strip shaders. 2016-10-04 16:51:47 +01:00
photonstorm
03f67a2677 Refactored WebGL renderer working for Sprites and Containers. 2016-10-04 15:39:54 +01:00
Richard Davey
d55cc215ee Moving more rendering functionality over. 2016-10-04 00:58:52 +01:00
Richard Davey
0142997787 Merged Tint functions into Canvas Renderer. 2016-10-03 22:31:10 +01:00
Richard Davey
40bef9543a Updated Game Object renderer blocks to use 'this'.
Split out the Graphics renderer to avoid being a giant if/else loop.
2016-10-03 21:46:39 +01:00
photonstorm
7b40711418 Moved the Mask related features from Graphics into the Canvas Renderer. 2016-10-03 17:14:44 +01:00
photonstorm
1da95994a5 First pass of the newly re-structured Canvas Renderer (still using old texture system though). 2016-10-03 12:44:54 +01:00
Richard Davey
42b8118fa0 All core features of the new Texture classes are now done. Multi-atlas support, Sprite Sheets embedded in atlases, shared source references, shared frame data, and split parsers. Phew. 2016-09-30 06:07:00 +01:00
photonstorm
184b070440 Fixed Sprite Sheet parser. 2016-09-29 16:32:24 +01:00
photonstorm
f993769336 Lots of work on the new Texture classes. 2016-09-29 16:10:22 +01:00
Richard Davey
2590e67e2b First pass at the new consolidated Texture classes. Ultimately these will replace PIXI.BaseTexture, PIXI.Texture and Phaser.Frame. Objects will grab frame references, rather than creating their own Texture objects all the time. 2016-09-29 04:21:12 +01:00
Richard Davey
0aa6650422 Re-arranged methods and added parent. 2016-09-29 03:10:16 +01:00
Richard Davey
043efb759c Updated version. 2016-09-29 03:09:59 +01:00
Richard Davey
b5ef896448 Device.arora has been removed.
Device.epiphany has been removed.
Device.midori has been removed.
Device.css3D has been removed, and the function that tested it is no longer run.
Device.isConsoleOpen has been removed. The function only worked on a very limited set of old browsers.
Device.littleEndian has been removed, you can use Device.LITTLE_ENDIAN instead.
2016-09-29 03:09:49 +01:00
Richard Davey
e47a7741c3 Modified showDebugHeader so it works on Chrome, FF and Safari. Updated colors and text. Removed the easter egg. 2016-09-29 02:48:48 +01:00
Richard Davey
5cb7cc8e92 Start of the new Children component. 2016-09-29 02:29:56 +01:00
Richard Davey
6ce28658f6 PIXI.Float32Array, PIXI.Uint16Array, PIXI.Uint32Array and PIXI.ArrayBuffer have all been removed, and replaced with their own proper native versions. The polyfill now captures any instances where the browser needs to fall back to an Array instead. 2016-09-28 19:02:59 +01:00
photonstorm
4ca182dd1a PIXI._UID has been removed, all affected classes now use Phaser._UID. 2016-09-28 17:14:07 +01:00
photonstorm
2b220a3ae0 PIXI.RETINA_PREFIX has been removed, as it was never used anywhere internally. 2016-09-28 16:58:23 +01:00
photonstorm
c836d4bfbd PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
f9a2c2a79e PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
2016-09-28 16:42:33 +01:00
photonstorm
e1370f3549 Ignore EarCut from jshint. Too many errors. 2016-09-28 15:40:30 +01:00
photonstorm
69db3632d6 PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on. 2016-09-28 15:10:43 +01:00
photonstorm
a2cd364db5 Removed AbstractFilter and its manifest entry. 2016-09-28 14:31:23 +01:00
photonstorm
347519d8cb Removed as no longer used internally. 2016-09-28 14:30:25 +01:00
photonstorm
a8d1bbcfdc PIXI.AbstractFilter has been merged into the Phaser.Filter class.All references to PIXI.AbstractFilter have been updated to use Phaser.Filter instead. 2016-09-28 14:30:15 +01:00
photonstorm
879bcffc88 Removed PIXI.Utils and remapped functions to their new locations. 2016-09-28 14:02:02 +01:00
photonstorm
b0f27b3f3c Color.hexToRGBArray converts a hex color value to an [R, G, B] array.
Color.RGBArrayToHex converts an RGB color array, in the format: [R, G, B], to a hex color value.
2016-09-28 13:57:29 +01:00
photonstorm
eda4961c06 Math.getNextPowerOfTwo will get the next power of two for the given value.
Math.isPowerOfTwo will return a boolean if the given width and height are a power of two.
2016-09-28 13:48:08 +01:00
photonstorm
bffdb8fbc5 Moved the Canvas tests into the Phaser.Device class. 2016-09-28 13:39:30 +01:00
photonstorm
ae9460c80e Docs fix. 2016-09-28 13:39:05 +01:00
photonstorm
2cf447c151 PIXI.EarCut has been moved into the Phaser utils folder, and renamed to Phaser.EarCut. All references to PIXI.EarCut have been updated to match the new namespace. 2016-09-28 13:38:59 +01:00
photonstorm
1e15012a91 PIXI.CanvasPool has been moved into the Phaser utils folder, and renamed to Phaser.CanvasPool. All references to PIXI.CanvasPool have been updated to match the new namespace. 2016-09-28 12:53:04 +01:00
photonstorm
508e5ae723 PIXI.TilingSprite has been removed, and all functionality merged in to Phaser.TileSprite, to cut down on the number of internal classes and inheritance going on. 2016-09-28 11:57:11 +01:00
Richard Davey
2005c9d86d PIXI.RenderTexture has been removed, and all functionality merged in to Phaser.RenderTexture, to cut down on the number of internal classes and inheritance going on. 2016-09-28 01:40:29 +01:00
Richard Davey
0bfb52d159 Phaser.SpriteBatch was incorrectly applying the prototypes, causing the Sprite Batch render methods to be replaced by the normal DisplayObjectContainer ones, meaning nothing was really batched at all. This has now been fixed, and PIXI.SpriteBatch removed, as it's no longer required. 2016-09-28 00:43:19 +01:00
Felipe Alfonso
d5c9ab669e Added global texture array 2016-09-27 20:43:00 -03:00
Richard Davey
1d7b54b7d4 Merged Sprite Batch updates. 2016-09-27 23:22:26 +01:00
Richard Davey
41ad0873d4 Fixing the Sprite Batch. 2016-09-27 23:20:38 +01:00
photonstorm
2d84ea8938 Removed SS in Atlas. 2016-09-27 14:27:12 +01:00
photonstorm
840d3669b0 Updated tutorial code so you can't bounce off stars. 2016-09-27 13:57:32 +01:00
Richard Davey
00abd388e8 Bumped version. 2016-09-27 02:00:40 +01:00
Richard Davey
1c415a0d7e Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font (#2614) 2016-09-27 02:00:31 +01:00
Richard Davey
811c347cc3 Camera.fade has a new argument alpha to control the alpha level of the effect (thanks @rgk #2493)
Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493)
2016-09-27 01:07:40 +01:00
Richard Davey
2bc9c73838 The Video.playing property didn't check to see if the Video existed, and would throw the error Uncaught TypeError: Cannot read property 'paused' of null if you called it after destroying the video (thanks @Tetley #2740) 2016-09-26 23:35:41 +01:00
Richard Davey
0692bf01b5 If you called Video.changeSource, and then immediately called Video.play after it, it would fire the onComplete event twice (thanks @jaraiza #2543) 2016-09-26 23:28:41 +01:00
Richard Davey
f331697fee Text.splitRegExp is a new property that allows you to control the regular expression that is used to split the text into multiple lines (@dai-shi #1403) 2016-09-26 22:35:54 +01:00
Richard Davey
feb1b980c0 Text.width and Text.height now divide the result by the Text.resolution, to avoid incorrect dimensions on High DPI devices (thanks @mattahj #2146) 2016-09-26 22:22:31 +01:00
Richard Davey
604da9ebc8 TS defs fix #2754 2016-09-26 21:28:43 +01:00
Richard Davey
a16e6e92ff Tidying up the formatting #2760 2016-09-26 21:02:36 +01:00
Richard Davey
de56e37400 Merge pull request #2760 from JTronLabs/dev
Phaser.Math.between fixes & added Phaser.Math.random
2016-09-26 20:55:05 +01:00
Richard Davey
53de7c20f0 Small code tidy + TS defs for #2763 2016-09-26 20:49:35 +01:00
Richard Davey
bb452e2b4e Merge pull request #2763 from arefiev/skip-frames-in-spritesheets
Add a parameter to load.spritesheet which tells it how many frames to…
2016-09-26 20:44:17 +01:00
Kevin Albertson
a512763508 Fixed fixedToCamera update for Group. 2016-09-25 22:39:59 -04:00
Richard Davey
4cc18e2df4 Phaser 3.0.0 Beta 1 release. 2016-09-21 23:22:08 +01:00
Richard Davey
31592b98f1 The P2 Physics library has been updated to 0.7.1. This is still quite out of date, but as soon as they release their latest build (hopefully soon) we'll update to that. 2016-09-21 23:16:14 +01:00
Richard Davey
665f126461 Updated docs and defs. 2016-09-21 23:10:46 +01:00
Richard Davey
0d1d4f048f Updated docs. 2016-09-21 23:08:48 +01:00
Richard Davey
cfb2f73813 Removed un-used property. 2016-09-21 23:00:20 +01:00
Richard Davey
fb1ea7a01e Updated documentation. 2016-09-21 22:59:20 +01:00
Richard Davey
6aff35b5fd Frame.rotationDirection has been removed. It isn't needed, as modern texture packers only rotate 90 degrees clockwise anyway, and Phaser only supports this rotation direction. 2016-09-21 22:53:30 +01:00
Richard Davey
5cf3fcccbc Fixed CanvasTinter for rotated texture frames. 2016-09-21 22:47:05 +01:00
Felipe Alfonso
98e0fceac9 Moved transform for rotated texture clipping to a single transform. Added support for webgl rotated textures 2016-09-21 17:48:26 -03:00
Richard Davey
f3c5b7a0bc TS defs update. 2016-09-20 02:03:00 +01:00
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
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
c22f37818f Fixed issue when initializing pixishader from filter manager 2016-09-19 18:17:51 -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
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
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
1193bc7d47 Return null instead of false. 2016-09-07 23:25:37 +01:00
Richard Davey
f990e632f1 Tidying-up code style. 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
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
samme
792ae127bf Add a hint for resizing Body of scaled Sprites 2016-08-29 12:50:05 -07:00
samme
f6cdcc3878 Use centerX, centerY in Phaser.Line#fromSprite 2016-08-29 12:08:31 -07:00
Richard Davey
7f7a355686 Preparing for Phaser 3.0.0 dev. 2016-08-26 02:20:05 +01:00
Richard Davey
dd39f9ab08 Updated TS defs. 2016-08-26 01:24:15 +01:00
photonstorm
a84021679b Tidied up how crop destroys itself. 2016-08-25 16:41:26 +01:00
photonstorm
94a0dbe547 Text.updateText now sets Text.dirty = false, which stops Text objects from having updateText called twice on them after creation. 2016-08-25 14:16:48 +01:00
photonstorm
19dbd8bba8 The Weapon.fireRateVariance property was never taken into account internally. It's now applied to the firing rate correctly (thanks @noseglid #2715) 2016-08-25 13:31:43 +01:00
photonstorm
cbbb2cd97b Created _rotatedPoint in the constructor, and tidied up code formatting to match the rest of Phaser #2672 2016-08-25 13:12:42 +01:00
Richard Davey
dfbdd59f33 Merge pull request #2672 from bobonthenet/master
Weapon.Fire now tracks offset rotation
2016-08-25 13:06:31 +01:00
Richard Davey
d8cb40aa5e Merge pull request #2700 from kjav/patch-2
Fixed typo in TileSprite.js comment
2016-08-25 13:04:31 +01:00
photonstorm
ad0e4aca2e Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
bobonthenet
7da5604500 Use this.rotatedPoint instead of a new object 2016-08-22 21:36:49 -04:00
samme
b05becf962 Correct docs:
* `angularAcceleration`, `angularDrag`, and `angularVelocity` are measured in degrees.
* `angle` describes `velocity` and is unrelated to angular motion
2016-08-22 12:05:12 -07:00
photonstorm
cbef6d6648 Formatting fix. 2016-08-22 18:38:40 +01:00
photonstorm
11b0436a26 Fixed Arcade Physics Circle body collision, after the #2654 change broke it unintentionally. 2016-08-22 16:23:22 +01:00
photonstorm
92fc28010b Tidying up formatting. 2016-08-22 13:37:46 +01:00
photonstorm
7b9c4114b2 Preparing for 2.6.2 release. 2016-08-22 12:31:02 +01:00
Richard Davey
19342fa3af ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme #2708) 2016-08-21 10:27:58 +01:00
photonstorm
4382944a2e A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688) 2016-08-18 15:55:13 +01:00
kjav
314b088975 Fixed typo in TileSprite.js comment
Changed typo 'etch' in TileSprite.js to 'etc'. Related to pull request #2699
2016-08-18 15:40:19 +01:00
photonstorm
04e70e820c Updated KeyCode docs placement #2653 2016-08-18 15:35:43 +01:00
Richard Davey
33748ece87 Merge pull request #2697 from hilts-vaughan/fix-sound-loop
Sound: Fixes an issue where loopFull would not return the soundinstan…
2016-08-18 15:29:18 +01:00
Vaughan Hilts
067f3cca83 Sound: Fixes an issue where loopFull would not return the soundinstance that it looped from 2016-08-17 22:15:45 -04:00
James
e90619b40e changed return value of Plugin.Weapon's fire, fireAtXY, fireAtPointer, fireAtSprite to Phaser.Bullet 2016-08-17 18:24:24 -05:00
photonstorm
bfb12d9dba Fixed code formatting. 2016-08-17 11:28:08 +01:00
Richard Davey
a12157d77e Merge pull request #2691 from hexus/dev
Fixed widthInPixels/heightInPixels for JSON tilemaps and TilemapLayerGL display width/height
2016-08-16 21:17:08 +01:00
Richard Davey
a4de55c419 Merge pull request #2685 from valent-novem/dev
Fix rendering text with bounds and resolution
2016-08-16 21:12:57 +01:00
Richard Davey
435ff9a420 Merge pull request #2664 from jayrobin/fix-fractional-anim-speed
Allow animation speed greater than 0
2016-08-16 21:10:49 +01:00
Richard Davey
49e40fc2d4 Typo 2016-08-16 20:59:59 +01:00
Chris Andrew
50fc2cf0c3 Fixed TilemapLayerGL bugs regarding display width and height. 2016-08-15 14:56:07 +01:00
Chris Andrew
e30ade0a67 Fixed incorrectly parsing widthInPixels/heightInPixels for JSON tilemaps. 2016-08-15 14:46:05 +01:00
Sergey Z
68fe8b8058 Fix rendering text with bounds and resolution 2016-08-08 16:51:07 +03:00
pjbaron
906e00cec1 Minor optimisation and clean up. 2016-08-08 11:14:57 +12:00
Felipe Alfonso
b84e6efbfe Merge branch 'dev' into texture-compression-webgl 2016-08-07 17:49:15 -04:00
Felipe Alfonso
ce9e9fbd6c Dynamic loading of compressed textures. 2016-08-07 17:47:55 -04:00
Richard Davey
a41f62a37a Merge pull request #2671 from fmflame/display-object-container-dimensions-fix
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
2016-08-03 12:38:07 +01:00
Richard Davey
a0c6ae6c51 Phaser.Image now has the ScaleMinMax component. 2016-08-03 05:00:09 +01:00
Richard Davey
e955cf4222 Sound.play would throw the error "Uncaught DOMException: Failed to execute 'disconnect' on 'AudioNode': the given destination is not connected." in Chrome, if you tried to play an audio marker that didn't exist, while a valid marker was already playing. 2016-08-03 04:04:22 +01:00
Filip Nedyalkov
64a02ddef4 fixed top, bottom, left, right, centerX and centerY to use the updated getBounds and compute their values depending on the parent local coordinate space. I think this is better than using the global getBounds and a lot more convenient because it makes total sense x and centerX for example to be from the same coordinate space and also with this change now these values would be working when the group is a top level display object and also when it is parented by something else. So this loosens the global only getBounds restriction. Also it doesn't really makes sense to align objects with totally different parents but if that is the case separate calculations could be made. 2016-08-02 17:47:35 +03:00
Felipe Alfonso
5ce4643dfa Compressed textures are able to upload to GPU 2016-08-01 19:40:35 -04:00
Felipe Alfonso
100aa413bf Texture loading depending on webgl extensions included default truecolor 2016-08-01 16:27:39 -04:00
bobonthenet
6df44bd21a Apparently I didn't fix them the first time 2016-07-29 19:38:37 -04:00
bobonthenet
6d7b84b10e Fixed jshint errors 2016-07-29 19:24:49 -04:00
Robert Bedard
383f14cb3f Weapon.Fire now tracks offset rotation 2016-07-29 15:08:29 -04:00
Filip Nedyalkov
aad2ab398a fixed a typo; 2016-07-29 20:06:06 +03:00
Felipe Alfonso
0cbe8969d1 Merge branch 'dev' into texture-compression-webgl 2016-07-28 23:04:27 -04:00
Felipe Alfonso
4b3d449a3d compression algorithm name passed during parsing 2016-07-28 23:02:34 -04:00
Richard Davey
a532f7b2c4 Optimised Math.getShortestAngle. 2016-07-29 03:58:25 +01:00
Richard Davey
688752c5de Math.getShortestAngle will return the shortest angle between the two given angles. Angles are in the range -180 to 180, which is what Sprite.angle uses. So you can happily feed this method two sprite angles, and get the shortest angle back between them (#2494) 2016-07-29 03:39:51 +01:00
Richard Davey
3c3d09e46a Docs update. 2016-07-29 03:39:51 +01:00
Richard Davey
fb5ba0aa62 Bail out if no parent. 2016-07-29 03:39:51 +01:00
Richard Davey
24368ef8d7 Docs update. 2016-07-29 03:39:51 +01:00
Felipe Alfonso
8960cf26d7 texture meta data parsed and saved in cache 2016-07-28 21:33:31 -04:00
Felipe Alfonso
1b9f25b820 texture binary loading. 2016-07-28 18:42:46 -04:00
Filip Nedyalkov
7b4d6a65ca fixed getLocalBounds() to return the bounds of the DisplayObject without transformations and adjusted width and height to work the way they did before to be compatible with how PIXI used to work. 2016-07-28 21:41:34 +03:00
Felipe Alfonso
08ec080f67 PVR, DDS, KTX and PKM parsing implemented on LoaderParser.js 2016-07-27 19:47:05 -04:00
Felipe Alfonso
f68f454620 Fix Tiling Sprite mask and filter 2016-07-27 12:49:42 -04:00
Felipe Alfonso
1711266ff8 Fixed multi texture support on tiling sprite. 2016-07-27 00:36:20 -04:00
Felipe Alfonso
6e35817675 Fixed issue with multiple "texture not bound to unit X" webgl warning 2016-07-26 11:49:21 -04:00
photonstorm
3e1595ffaf Removed debugger calls. 2016-07-26 14:57:48 +01:00
photonstorm
f246c276cb Multi-Texture support has now been built into our version of Pixi. This can offer dramatic performance increases in WebGL games on GPUs that support multiple texture bindings (which is most of them these days).
WebGLRenderer.setTexturePriority is the method used to set the priority of textures when the GPU supports multi-texture batching.

Rope has two new properties `textureIndices` and `textureIndex` to handle multi-texture support.

Strip has two new properties `textureIndices` and `textureIndex` to handle multi-texture support.

The following shaders have all been updated to support multi-textures: `ComplexPrimitiveShader`, `PixiFastShader`, `PixiShader`, `PrimitiveShader`, `StripShader`.

WebGLFastSpriteBatch.vertSize was increased from 10 to 11.

BaseTexture.textureIndex is a new property that controls the index of the texture within the GPU texture cache. Usually you don't change this yourself, and use `renderer.setTexturePriority` instead, but the property is public and available for more advanced use-cases.

CanvasRenderer.setTexturePriority is an empty function, but included to allow you to simply call `game.renderer.setTexturePriority` without first having to wrap that in a WebGL check.
2016-07-26 14:56:12 +01:00
photonstorm
dfaf0b99dd Merge branch 'multitexture-gl' into dev 2016-07-26 14:47:26 +01:00
photonstorm
2318fec65c Start of a Particle base class. 2016-07-26 14:31:36 +01:00
photonstorm
86affde81b The file pixi/utils/Polyk.js has been removed, as it was no longer used with Pixi or Phaser (we replaced it with EarCut a while ago) 2016-07-26 14:30:06 +01:00
Filip Nedyalkov
566c781f26 Merge remote-tracking branch 'refs/remotes/photonstorm/dev' into display-object-container-dimensions-fix 2016-07-26 14:10:15 +03:00
Filip Nedyalkov
c56bc766cc Overrided getLocalBounds() for PIXI Sprite, Strip and Graphics
Since they override the getBounds of the DisplayObjectContainer, the
getLocalBounds should also be overriden for them to properly work.
2016-07-26 14:01:35 +03:00
James Robinson
118d2057c0 Allow animation speed greater than 0 2016-07-25 19:43:19 -07:00
Felipe Alfonso
4d09b31560 Merge branch 'dev' into multitexture-gl 2016-07-25 15:50:57 -04:00
Richard Davey
9654a4b3c5 Consolidating Layers into View class. 2016-07-25 01:39:46 +01:00
Richard Davey
19e609185a Math.rotateToAngle takes two angles (in radians), and an interpolation value, and returns a new angle, based on the shortest rotational distance between the two. 2016-07-25 00:39:38 +01:00
Richard Davey
8d4a72c9d7 Phaser 2.7.0 Beta 3 2016-07-23 15:05:52 +01:00
Richard Davey
b69cae4206 The methods setStageReference and removeStageReference have been removed from all Pixi classes. Objects no longer have stage properties, or references to the Stage object. This is because no reference to the Stage is required for any calculations, and Phaser can only have 1 Stage, so adding and removing references to it were superfluous actions. 2016-07-23 14:31:17 +01:00
Richard Davey
ce764e098d As a result of changes in #2573 Graphics objects were calling updateLocalBounds on any shape change, which could cause dramatic performances drops in Graphics heavy situations (#2618). Graphics objects now have a new flag _boundsDirty which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds is called once in the postUpdate method (thanks @pengchuan #2618) 2016-07-23 12:52:35 +01:00
Richard Davey
fb1a7f13cb Merge pull request #2639 from fmflame/display-object-container-dimensions-fix
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
2016-07-23 12:18:06 +01:00
Richard Davey
02d078500c Merge pull request #2656 from leopoldobrines7/documentHidden-compatibility
Check if hidden is available first
2016-07-23 12:09:00 +01:00
Richard Davey
6947057427 The property checkCollision.none in the ArcadePhysics.Body class was available, but never used internally. It is now used and checked by the separate method. By setting checkCollision.none = true you can disable all collision and overlap checks on a Body, but still retain its motion updates (thanks @samme #2661) 2016-07-23 10:01:38 +01:00
Richard Davey
ab739bdce0 Added back in undefined Tileset check. 2016-07-23 09:43:20 +01:00
Richard Davey
46c20ab00a The property checkCollision.none has been removed from the ArcadePhysics.Body class. It was never used internally, so lead to confusion about its use. To disable a body, use body.enable = false (thanks @samme #2661) 2016-07-23 09:43:01 +01:00