Richard Davey
b57d94ae33
Typo fixes
2018-06-29 01:07:14 +01:00
Richard Davey
f97ce72e16
Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
2018-06-28 14:17:04 +01:00
Richard Davey
217779604c
Added tileScaleX and tileScaleY support for Tile Sprites
2018-06-28 12:59:27 +01:00
Richard Davey
7a23378015
Unified use of roundPixels, antialias and pixelArt modes
2018-06-27 15:15:00 +01:00
Richard Davey
1bfe58ab55
remove can take an array of cameras and also no longer needs total to be > 0
2018-06-27 13:03:40 +01:00
Richard Davey
183f5c4260
CameraManager.getTotal
is a new method that will return the total number of Cameras being managed, with an optional isVisible
argument, that only counts visible cameras if set.
2018-06-27 12:45:54 +01:00
Richard Davey
f2b7fd0a32
Removed the cameraX properties because they fall out of sync on camera remove
2018-06-27 12:13:37 +01:00
Richard Davey
da2b91b460
ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
2018-06-27 11:31:51 +01:00
Richard Davey
d02d6532fd
TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds
and displayWidth
and displayHeight
results were incorrect. Fix #3789
2018-06-27 11:20:21 +01:00
Richard Davey
0fdeec2e26
Updated docs
2018-06-26 17:43:05 +01:00
Richard Davey
c2fbad8356
Added jsdocs. Now 100% complete!
2018-06-26 17:24:51 +01:00
Richard Davey
f1190529d2
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
2018-06-26 16:35:45 +01:00
Richard Davey
b95f980023
Added in data object passing to all relevant methods #3748
2018-06-26 16:08:14 +01:00
Richard Davey
bb7b99a4db
Updated log and formatting
2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc
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.
2018-06-25 17:35:36 +01:00
Richard Davey
51468fdefc
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-06-25 16:25:42 +01:00
Richard Davey
d20188b75d
Removed camera pool, renamed current ID and added accessor properties
2018-06-25 16:10:50 +01:00
Richard Davey
0c55745206
Updated log
2018-06-25 16:06:31 +01:00
Chris Andrew
3b3005926a
Updated change log.
2018-06-24 00:55:57 +01:00
Richard Davey
6df877cfa3
Docs update
2018-06-23 12:33:20 +01:00
Richard Davey
472df6a7be
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.
2018-06-21 15:54:54 +01:00
Richard Davey
2ff6845360
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
2018-06-21 14:03:31 +01:00
Richard Davey
3e3b0d6397
Fixed issue where negative camera bounds wouldn't clamp properly
2018-06-21 12:33:20 +01:00
Richard Davey
2c8c4c7a16
Bob.setFrame
didn't actually set the frame on the Bob, now it does. Fix #3774
2018-06-20 19:33:59 +01:00
Richard Davey
8fadf99c85
Updated change log
2018-06-20 17:52:23 +01:00
Richard Davey
7d573a35eb
Added Camera.setDeadzone method, updated startFollow and added jsdocs.
2018-06-20 14:26:36 +01:00
Richard Davey
d15ac52f02
Updated log
2018-06-19 23:37:08 +01:00
Richard Davey
f1fe131e56
Tidying up Render Texture to make it more useful
2018-06-19 14:14:37 +01:00
Richard Davey
62661b46fb
Updated rounded rect functions
2018-06-19 13:17:38 +01:00
Richard Davey
56df2ea829
Updated change log
2018-06-19 12:40:29 +01:00
Richard Davey
e5fbcd5574
Calling Tween.play
on a tween created via TweenManager.create
wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play
will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763
2018-06-19 12:28:29 +01:00
Richard Davey
28851ff69b
Use hyphens instead of underscores. Fix #3751
2018-06-14 13:30:33 +01:00
Richard Davey
52d04ee5f9
The LoaderPlugin didn't emit the filecomplete
event if any of files failed to load, causing it to fail to run the Scene create
function as well. Fix #3750
2018-06-14 13:23:15 +01:00
Richard Davey
62deef81d8
Preparing for 3.11.0 development
2018-06-13 15:51:07 +01:00
Richard Davey
6456ef10a6
Touch pointer total fix
...
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
16f61b402b
3.10 Release
2018-06-13 09:00:40 +01:00
Richard Davey
641abd300b
Updated the change log
2018-06-12 16:21:44 +01:00
Richard Davey
6dba00a9a7
Updated change log
2018-06-12 13:15:07 +01:00
Richard Davey
5313343730
Pointers capped at 10 max.
2018-06-11 13:39:28 +01:00
Richard Davey
e6e33f5e21
Added Game.isOver and mouseover and mouseout events.
2018-06-11 12:32:25 +01:00
Richard Davey
c24f3b8fdb
Updated change log
2018-06-11 11:54:09 +01:00
Richard Davey
0b8915520b
Added eslint rules. Fixed incorrect ES6 use.
2018-06-11 09:05:52 +01:00
Richard Davey
4304811dde
Added new Pixel Perfect input handler and makePixelPerfect
method.
2018-06-08 17:50:47 +01:00
Richard Davey
680d34b3c4
Convert Gamepad Manager to an Input Plugin
2018-06-08 16:17:58 +01:00
Richard Davey
02554984fe
Removed KeyboardManager and replaced with KeyboardPlugin
...
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733 , thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
43fd10bbc1
ScenePlugin.run
is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
2018-06-08 15:07:00 +01:00
Richard Davey
a2c20a9aa7
lint fixes
2018-06-05 01:08:32 +01:00
Richard Davey
c0ac1259ea
Significant Data Manager overhaul.
...
Adds in values property, removes redundant functions, streamlines the event flow, adds features to the get and set handlers.
2018-06-05 01:01:13 +01:00
Richard Davey
a0e4a07920
In TimeStep.step
the rawDelta
and delta
values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088
2018-06-04 22:29:58 +01:00
Richard Davey
dced3a2090
Updated log.
2018-06-04 22:15:05 +01:00