Richard Davey
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853281fe56
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Double flusher
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2018-07-11 13:22:07 +01:00 |
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Richard Davey
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373d01c602
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Fixed emitter batch. Now to optimize it.
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2018-07-11 13:20:02 +01:00 |
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Richard Davey
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497fa1f2ff
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Added copyFromArray method
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2018-07-11 12:36:49 +01:00 |
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Richard Davey
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ef79edf1ff
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New pipeline function call
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2018-07-11 12:35:23 +01:00 |
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Richard Davey
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b7edbe755f
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Tidying up function
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2018-07-11 12:35:09 +01:00 |
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Richard Davey
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e2efa469ae
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Removed drawTexture and added drawTextureFrame - fixed Render Texture flip Y issue
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2018-07-11 12:34:53 +01:00 |
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Richard Davey
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1c2ed137c7
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Updated sloc module
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2018-07-11 12:34:12 +01:00 |
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Richard Davey
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cced09bad6
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Added Pointer.prevPosition and getInterpolatedPosition method
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2018-07-11 12:34:00 +01:00 |
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Richard Davey
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1a7d726a4b
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jsdoc udpate
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2018-07-11 12:33:40 +01:00 |
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Richard Davey
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14354fd151
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Added deprecation warning
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2018-07-10 17:18:08 +01:00 |
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Richard Davey
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5b3a5e115b
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Started consolidating drawTexture method
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2018-07-10 17:18:00 +01:00 |
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Richard Davey
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9c9e9cecbb
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Updated log and lint fixes
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2018-07-10 16:49:53 +01:00 |
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Richard Davey
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f813c3a4e3
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Updated log
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2018-07-10 16:34:29 +01:00 |
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Richard Davey
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5fe74453fe
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Extends BitmapText, to save on lots of space
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2018-07-10 16:33:13 +01:00 |
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Richard Davey
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e145b6b7d3
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Fixed Dynamic Bitmap Text Rendering
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2018-07-10 16:33:01 +01:00 |
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Richard Davey
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340c53875c
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Added new temp matrix, fixed typo, removed old function
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2018-07-10 16:32:44 +01:00 |
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Richard Davey
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5128eecbeb
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Cached the drawing buffer height
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2018-07-10 16:32:28 +01:00 |
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Richard Davey
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469f6b6880
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TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
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2018-07-10 14:01:14 +01:00 |
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Richard Davey
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434c8d1413
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Fixed issue with sprite matrix and camera scaling
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2018-07-10 13:59:49 +01:00 |
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Richard Davey
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4d5eb4755b
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Updated log
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2018-07-09 23:02:31 +01:00 |
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Richard Davey
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6560f51699
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Added jsdocs and updated change log
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2018-07-09 22:35:48 +01:00 |
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Richard Davey
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39c05e4a96
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Added support for BitmapText alignment and internal dirty flag for calculation speed
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2018-07-09 21:57:51 +01:00 |
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Richard Davey
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f892d97475
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Removed indexCount
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2018-07-09 17:06:36 +01:00 |
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Richard Davey
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85a32d54be
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Typo
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2018-07-09 17:06:27 +01:00 |
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Richard Davey
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2d313ac927
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The start of adding multi-line alignment
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2018-07-09 17:06:20 +01:00 |
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Richard Davey
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f266acecc2
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Re-uses the bounds object, rather than re-creating constantly.
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2018-07-09 17:06:06 +01:00 |
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Richard Davey
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a16a7457bc
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Now stores the line data in the bounds object.
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2018-07-09 17:05:53 +01:00 |
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Richard Davey
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a3803a286f
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Fixed origin addition post-scale
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2018-07-09 16:17:52 +01:00 |
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Richard Davey
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91a48c30c4
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GetBitmapTextSize , which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish)
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2018-07-09 16:06:36 +01:00 |
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Richard Davey
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17653fcf7d
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BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
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2018-07-09 14:26:45 +01:00 |
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Richard Davey
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cd508ab3f1
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The ScenePlugin will now queue all of the following ops with the Scene Manager: start , run , pause , resume , sleep , wake , switch and stop . This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame.
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2018-07-09 14:08:55 +01:00 |
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Richard Davey
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84c7960a48
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The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161
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2018-07-09 13:42:33 +01:00 |
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Richard Davey
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ecd99869bd
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Explained mask positioning better in docs. Fix #3770
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2018-07-08 23:38:13 +01:00 |
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Richard Davey
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f47c46def2
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-07-08 23:19:36 +01:00 |
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Richard Davey
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cb7510b2e5
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Updated log
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2018-07-08 23:19:33 +01:00 |
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Richard Davey
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93d177e560
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Merge pull request #3821 from andygroff/master
Adding console warning to notify users of invalid frame config
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2018-07-08 23:16:28 +01:00 |
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Andrew Groff
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5c853c640f
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Fixing code style and making console warning more concise
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2018-07-08 15:12:02 -07:00 |
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Richard Davey
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63ae8a5728
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Swapped to gl.KEEP for further testing
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2018-07-08 22:44:55 +01:00 |
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Richard Davey
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9e84c9f082
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Fixed slice method
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2018-07-08 22:44:40 +01:00 |
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Andrew Groff
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cca6dd605c
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Adding console warning to notify users when their frame config does not create any frames
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2018-07-08 03:22:04 -07:00 |
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Richard Davey
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5c554f3f69
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Started moving dynamic bitmap text renderer to its own function
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2018-07-07 12:34:24 +01:00 |
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Richard Davey
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dd0490dd57
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Removed batchBitmapText, tidied up and moved to its own renderer
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2018-07-07 12:22:45 +01:00 |
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Richard Davey
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8b13631107
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Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
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2018-07-06 19:35:46 +01:00 |
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Richard Davey
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0428ecc430
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Mesh now supports the tintFill property
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2018-07-06 19:35:14 +01:00 |
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Richard Davey
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4fb63fd405
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Clairty over obscurity
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2018-07-06 19:35:01 +01:00 |
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Richard Davey
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c1bc928a73
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Removed un-used vars
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2018-07-06 17:29:49 +01:00 |
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Richard Davey
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a6ff0d54bb
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Removed angle calculations from renderer as we only need do it when the arc is first defined
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2018-07-06 17:16:09 +01:00 |
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Richard Davey
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6aa1526ea9
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Graphics.arc has a new optional argument overshoot . This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
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2018-07-06 17:15:46 +01:00 |
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Richard Davey
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a64d747c98
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clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
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2018-07-06 16:34:11 +01:00 |
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Richard Davey
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1931716da3
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Exposed isTinted bool
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2018-07-06 16:22:42 +01:00 |
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