Richard Davey
2a1ea30cb7
Typos
2018-10-03 22:07:41 +01:00
Richard Davey
66445c9fb1
If you set pixelArt
to true in your game config (or antialias
to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01
If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073
2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2
Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off
2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd
The RequestAnimationFrame.step
and stepTimeout
functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952
2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a
You can now set the maxLights
value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b
WebGLRenderer.deleteTexture
will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0
errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process
2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742
Preparing for 3.15 dev
2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7
3.14 Release
2018-10-01 14:44:42 +01:00
Richard Davey
099489e26d
Added missing class desc
2018-10-01 14:44:30 +01:00
Richard Davey
b3f3f6a9b5
If a Game instance is destroyed without using the removeCanvas
argument, it would throw exceptions in the MouseManager
after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015
2018-10-01 12:55:54 +01:00
Richard Davey
faaadb357e
Completed Actions jsdocs
2018-10-01 12:01:59 +01:00
Richard Davey
e297b3272e
Added hundreds of new jsdoc descriptions
2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b
Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize
was set to true
in the game config. Fix #4066
2018-10-01 10:38:39 +01:00
samme
ced7c82c42
Fix null game.context after WebGLRenderer init
2018-09-30 12:45:26 -07:00
samme
69ff71e0bd
Add description for PhysicsGroupDefaults.setEnable
2018-09-29 14:09:05 -07:00
samme
5f4f5e6cfc
Merge branch 'master' into feature/arcade-group-config-enable
2018-09-29 14:07:09 -07:00
Richard Davey
3c4e6cda80
Arcade Physics shutdown
will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date.
2018-09-29 11:21:41 +01:00
Richard Davey
8b5d0a3af1
Text.setFont
, Text.setFontFamily
, Text.setFontStyle
and Text.setStroke
will no longer re-measure the parent Text object if their values have not changed.
2018-09-29 11:21:31 +01:00
Richard Davey
38cacfd9f7
Added new jsdocs
2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9
Added new jsdocs
2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d
Completed DynamicTilemapLayer jsdocs
2018-09-28 14:46:31 +01:00
Richard Davey
5115847791
Finished all the Tilemap component descriptions
2018-09-28 14:32:36 +01:00
Richard Davey
43067aa30e
Completed Tilemap class docs
2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d
Added jsdocs.
2018-09-28 12:45:01 +01:00
Richard Davey
3aef1e8a65
Set.size
will now only set the new size if the value is smaller than the current size, truncating the Set in the process. Values larger than the current size are ignored.
...
Plus added jsdocs.
2018-09-28 12:44:55 +01:00
Richard Davey
c237209bb8
Added new jsdocs
2018-09-28 12:19:21 +01:00
Richard Davey
be5b325fa1
Merge pull request #4072 from samme/docs/GameConfig
...
GameConfig docs
2018-09-28 11:08:24 +01:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2
2018-09-28 11:07:44 +01:00
Richard Davey
5a4d1e53c1
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-28 11:04:27 +01:00
Richard Davey
818a28073f
Added jsdocs
2018-09-28 11:04:19 +01:00
Richard Davey
534814adb0
Merge pull request #4065 from rgk/patch-4
...
Matter.js Force Component Docs
2018-09-28 11:03:34 +01:00
Richard Davey
24fdcb5ffd
New docs
2018-09-28 10:32:58 +01:00
samme
eaec923245
GameConfig docs
2018-09-27 15:37:54 -07:00
Richard Davey
3944e580cc
Fixed an error in the batchSprite
methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames
2018-09-27 16:49:52 +01:00
Richard Davey
5ad4c8dc2b
All of the Animation Events now pass the Game Object as the final argument, this includes animationstart
, animationrestart
, animationrepeat
, animationupdate
and animationcomplete
.
2018-09-27 15:55:16 +01:00
Richard Davey
82ddc031c7
Added new batch of jsdocs
2018-09-27 15:29:32 +01:00
Richard Davey
d8fcde46c3
When using CanvasTexture.refresh
or Graphics.generateTexture
it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050
2018-09-27 14:16:22 +01:00
Richard Davey
a17b0c2e6c
jsdoc fixes
2018-09-27 14:16:09 +01:00
Richard Davey
b45df05ddb
Updated to get the frame names
2018-09-27 14:15:58 +01:00
Richard Davey
ab48c1c479
The Texture.getFramesFromTextureSource
method has a new boolean argument includeBase
, which defaults to false
and allows you to set if the base frame should be returned into the array or not.
...
The `Texture.getFramesFromTextureSource` method was returning an array of Frame names by mistake, instead of Frame references. It now returns the Frames themselves.
2018-09-27 14:11:14 +01:00
Richard Davey
95d4651db8
Dynamic Layers support multiple tilesets now
2018-09-27 13:09:40 +01:00
Richard Davey
0d5b209259
Consolidated gidMap creation
2018-09-27 13:09:23 +01:00
Richard Davey
e05f7c7ed0
Dynamic Tilemap Layers now support multiple tilesets per layer
2018-09-27 13:09:08 +01:00
Richard Davey
d92c7bf5b0
Added setTilesets
method.
2018-09-27 12:12:29 +01:00
Richard Davey
d59f772d66
Tilemap.getTileset
is a new method that will return a Tileset based on its name.
2018-09-27 12:12:16 +01:00
Richard Davey
53b57ccbab
Clear arrays on destroy and updated docs
2018-09-27 11:48:04 +01:00
Richard Davey
07e1f07caf
Added support for Static Tilemap Layers to support multiple Tilesets per layer.
2018-09-27 11:34:37 +01:00
Richard Davey
c1d6e438cc
Removed un-used property.
2018-09-27 11:34:13 +01:00
Richard Davey
39c55ef719
Made warnings shorter.
2018-09-27 11:33:58 +01:00
Richard Davey
bed4abc8ed
Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats
2018-09-27 00:41:11 +01:00
samme
adb2181a8a
Add docs for groups and Arcade.Factory
2018-09-26 12:25:09 -07:00
samme
536555236f
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-09-26 10:25:45 -07:00
Richard Davey
8cc7650f8c
Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds
call.
2018-09-26 17:15:22 +01:00
Richard Davey
32bd01daba
If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778
2018-09-26 16:49:18 +01:00
Richard Davey
6fef0fb57e
The Device.OS check for node
will now do a typeof
first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058
2018-09-26 16:36:45 +01:00
Richard Davey
945a2eb0fb
TextureTintPipeline.batchTexture
has a new optional argument skipFlip
which allows you to control the internal render texture flip Y check.
2018-09-26 16:32:41 +01:00
Richard Davey
25f8d29659
If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017
2018-09-26 16:32:27 +01:00
Richard Davey
b4e59405b4
Calling Tilemap.renderDebug
ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026
2018-09-26 16:18:44 +01:00
Richard Davey
c0e5197f7c
Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037
2018-09-26 16:07:32 +01:00
Richard Davey
94d21da3ca
The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002
2018-09-26 15:27:19 +01:00
Richard Davey
9c5876ffb0
Skip conditional if fromVerts given. Correctly set parts reference.
2018-09-26 14:15:38 +01:00
Richard Davey
80f7539a41
Matter.verts
, available via this.matter.verts
from within a Scene, is a quick way of accessing the Matter Vertices functions.
2018-09-26 14:13:03 +01:00
Richard Davey
df7245e3c5
Added all of the new Matter debug rendering options
2018-09-26 14:12:20 +01:00
Richard Davey
eb09c35056
The poly-decomp
library, as used by Matter.js, has been updated to 0.3.0.
2018-09-26 11:08:55 +01:00
Richard Davey
684838aabe
Polygon.setTo
can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'
. This update also impacts the Polygon Shape object, which can now also take this format as well.
2018-09-26 11:01:48 +01:00
Richard Davey
ef3f6c0348
The Shape.Line
object was missing a lineWidth
property unless you called the setLineWidth
method, causing the line to not render in Canvas only. Fix #4068
2018-09-26 09:33:09 +01:00
samme
6a8e5d2082
Correct descriptions for customSeparateX, customSeparateY
2018-09-25 13:25:47 -07:00
Robert Kowalski
bf38ce9fd4
Revsions based on Comments
...
Updated, better?
2018-09-25 11:31:18 -04:00
Richard Davey
13a72f961e
lint fix
2018-09-25 16:23:14 +01:00
Richard Davey
2985a97c56
TileSet.getTileData()
has been updated so it will return tile data from either Tiled 1.1.x or the new Tiled 1.2.x JSON structure. Fix #3998
2018-09-25 16:20:34 +01:00
Richard Davey
9b09d32426
Merge pull request #4062 from s-s/bugfix-4010
...
#4010 fix
2018-09-25 16:10:12 +01:00
Richard Davey
91f15a9046
Merge pull request #4060 from felipeprov/master
...
Fixed possible typo on UpdateList#shutdown
2018-09-25 15:56:43 +01:00
Richard Davey
37d7b7b32d
The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049
2018-09-25 15:54:13 +01:00
Richard Davey
df8c0d8673
Calling Tilemap.renderDebug
ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061
2018-09-25 15:37:46 +01:00
Richard Davey
41920b07cc
Tilemap.setBaseTileSize
now sets the size into the LayerData baseTileWidth
and baseTileHeight
properties accordingly. Fix #4057
2018-09-25 15:19:57 +01:00
Richard Davey
2812bff0ee
Sprites now have preDestroy
method, which is called automatically by destroy
. The method destroys the Animation component, unregistering the remove
event in the process and freeing-up resources. Fix #4051
2018-09-25 15:11:15 +01:00
Richard Davey
e94d92518d
GameObjects added to and removed from Containers no longer listen for the shutdown
event at all
2018-09-25 15:00:23 +01:00
Robert Kowalski
0020745544
Quick space.
2018-09-25 07:15:11 -04:00
Robert Kowalski
185b19787e
Matterjs Gravity Component Doc
2018-09-25 07:14:32 -04:00
Richard Davey
c704dc450a
Fixed jsdoc definitions
2018-09-25 11:36:36 +01:00
Robert Kowalski
5d0d84fe55
Matter.js Force Component Docs
...
Checking if I did this well before I start jumping into multiple files.
2018-09-25 04:46:30 -04:00
samme
817720b42c
Correct description for Arcade.Body#maxVelocity
2018-09-24 16:58:00 -07:00
samme
31175ae61f
Correct overlapCallback
argument name
2018-09-24 16:52:15 -07:00
Richard Davey
75bdfcc081
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-24 23:20:49 +01:00
Richard Davey
89b9f42f3e
Adding jsdocs
2018-09-24 23:20:43 +01:00
samme
2a51d6b70f
Arcade Physics docs revisions
2018-09-24 12:12:56 -07:00
Chris Andrew
dfe335102c
Added some descriptions for the AnimationManager class.
2018-09-24 18:47:24 +01:00
Sergey
948ed58842
#4010 fix
...
Both values are already scaled to resolution.
2018-09-24 14:34:59 +03:00
Felipe Provenzano
731a495c24
Fixed possible typo on UpdateList#shutdown
2018-09-23 22:03:18 +02:00
Richard Davey
f869794346
Preparing for 3.14 work
2018-09-20 17:20:26 +01:00
Richard Davey
a39555a53d
3.13 Build
2018-09-20 16:58:00 +01:00
Richard Davey
41956c4625
Added FB plugin conditional
2018-09-20 14:14:29 +01:00
Richard Davey
22e6c15de9
Display use of FB plugin
2018-09-20 14:14:09 +01:00
Richard Davey
1427518930
jsdoc fix
2018-09-20 12:32:02 +01:00
Richard Davey
d6ff9cfa5a
FB Plugin moved to its own build file
2018-09-20 11:50:09 +01:00
Richard Davey
c36a3b4057
Hopefully fix annoying TS error
2018-09-20 11:49:52 +01:00
Richard Davey
7f835da1e1
Fixed Rectangle hit area coordinates
2018-09-20 11:49:24 +01:00
Richard Davey
deb14bdb60
Correct ellipse sizing
2018-09-18 17:21:55 +01:00
Richard Davey
9b812f8394
Calling setFrame
on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039
2018-09-18 11:18:00 +01:00