Commit graph

6914 commits

Author SHA1 Message Date
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