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
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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
b1473c55b9
Defs update #2737
2016-09-08 01:46:54 +01:00
Richard Davey
17f8181338
Defs update #2747
2016-09-08 01:44:53 +01:00
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.
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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
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Add a hint for resizing Body of scaled Sprites
2016-09-07 23:27:34 +01:00
Richard Davey
5c143f777a
Merge pull request #2722 from chriteixeira/master
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Fixing the return type in typings for BitmapData.getPixel
2016-09-07 23:26:57 +01:00
Richard Davey
1193bc7d47
Return null instead of false.
2016-09-07 23:25:37 +01:00
Richard Davey
ec29511f42
Docs update.
2016-09-07 23:23:47 +01:00
Richard Davey
f990e632f1
Tidying-up code style.
2016-09-07 23:23:47 +01:00
Richard Davey
fb524d351b
Docs update.
2016-09-07 23:23:47 +01:00
Richard Davey
c3b4590e29
Merge pull request #2731 from JTronLabs/dev
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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
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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
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Test for `camera.fx` before resetting
2016-09-07 23:12:00 +01:00
Richard Davey
e5c511bd79
Merge pull request #2742 from alex-espinoza/issue-2741
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Remove use of non-existent begin variable and reference beginIndex instead
2016-09-07 23:09:00 +01:00
Alex Espinoza
e6cb910d6a
Remove use of non-existent begin variable and
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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
Christiano Teixeira
5ef9e8a24b
Fixing the return type in typings for BitmapData.getPixel
2016-08-27 15:28:40 -03:00
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
d8b9e2ba06
Added uglytest.
2016-08-25 16:42:59 +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
photonstorm
2409499b4d
Docs update.
2016-08-25 13:07:42 +01:00
Richard Davey
dfbdd59f33
Merge pull request #2672 from bobonthenet/master
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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
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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
photonstorm
325b3a2857
Configuring ESLint.
2016-08-23 16:25:58 +01:00
Richard Davey
08809217cd
Docs update.
2016-08-23 09:42:19 +01:00
Richard Davey
3ebcd3639d
Merge pull request #2712 from samme/fix-arcade-body-docs
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Correct documentation of some Arcade.Body properties
2016-08-23 09:37:14 +01:00
Richard Davey
5fa3e568f5
Moving to ESLint for code formatting rules.
2016-08-23 09:26:42 +01:00
bobonthenet
7da5604500
Use this.rotatedPoint instead of a new object
2016-08-22 21:36:49 -04:00
samme
b05becf962
Correct docs:
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* `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