Commit graph

19791 commits

Author SHA1 Message Date
Richard Davey
b8839e4e70
Merge pull request #6746 from lukas-dachtler/fix/matterJSTypes
fixed MatterJS type definitions
2024-09-03 14:44:05 +01:00
Richard Davey
df0d516c16 Update CHANGELOG-v3.85.md 2024-09-03 14:40:46 +01:00
Richard Davey
a88351c643 Update version number 2024-09-03 14:38:19 +01:00
Richard Davey
c1f645e5d2 Defs build 2024-09-03 14:37:28 +01:00
Richard Davey
531bc4475b Parser build 2024-09-03 14:37:28 +01:00
Richard Davey
25f20485a2
Merge pull request #6819 from moufmouf/fix-dom-zoom-origin
Fixing DomElement position when camera zoom != 1
2024-09-03 14:36:59 +01:00
Richard Davey
8091292439 Fix #6854 #6737 (PipelineConfig TS) 2024-09-03 14:35:02 +01:00
Zeke Chan
780def8cf9 Fix #6860 BitmapText not wrapping lines in some cases 2024-09-03 15:52:10 +08:00
Richard Davey
d4ef67bae0
Update CHANGELOG-v3.85.md 2024-09-02 22:40:43 +01:00
Richard Davey
c308c430c3
The NineSlice Game Object will now guard against an invalid texture by checking for the frame and textureFrame vars before trying to read values from them. Fix #6804 2024-09-02 22:40:41 +01:00
Richard Davey
3041dabe9e
Update CHANGELOG-v3.85.md 2024-09-02 22:34:34 +01:00
Richard Davey
fcd0f7180c
The Mesh WebGLRenderer will now recalculate the vertexOffset correctly if the batch flushes, fixing an issue where it would display missing triangles in a mesh after a batch flush. Fix #6814 2024-09-02 22:34:29 +01:00
Richard Davey
0c8f613087
Update CHANGELOG-v3.85.md 2024-09-02 22:02:59 +01:00
Richard Davey
98ea091edc
Video.getFirstFrame is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method. Fix #6695 2024-09-02 22:02:55 +01:00
Richard Davey
85d64d77a4
Removed incorrect docs. Fix #6760 2024-09-02 21:20:41 +01:00
Richard Davey
5cc02afbd4 Update Config.js 2024-09-02 18:58:30 +01:00
Richard Davey
0febaddb10 Update CHANGELOG-v3.85.md 2024-09-02 18:27:13 +01:00
Richard Davey
ee426c9ae4 If you set a WebAudioSound to loop and set SoundManager.pauseOnBlur = false, then if you start the sound and tab away from Phaser, the sound wouldn't then loop on return to the game, if the loop _expired_ while the tab was out of focus. This was due to checking the audio source node target against the wrong internal property. Fix #6702 2024-09-02 18:27:10 +01:00
Richard Davey
513e8b5429 Update RenderConfig.js 2024-09-02 16:10:24 +01:00
Richard Davey
1e07586acc Fixed method names 2024-09-02 16:07:34 +01:00
Richard Davey
6170a21938 Remove use of PipelineConfig 2024-09-02 16:05:50 +01:00
zekechan
57db2cbe03 Update ScaleManager.js 2024-09-02 22:31:01 +08:00
zekechan
81434f0872 Update CHANGELOG-v3.85.md 2024-09-02 22:30:54 +08:00
zekechan
bb772f4c00 Update CHANGELOG-v3.85.md 2024-09-02 22:30:43 +08:00
Richard Davey
16efebae93 Update CHANGELOG-v3.85.md 2024-09-02 14:48:52 +01:00
Richard Davey
7e0f40492f Update CHANGELOG-v3.85.md 2024-09-02 14:26:03 +01:00
Richard Davey
04f54b888a Fix getScene return type. Fix #6821 2024-09-02 14:26:00 +01:00
Richard Davey
abccbc9631 Update CHANGELOG-v3.85.md 2024-09-02 14:19:49 +01:00
Richard Davey
9eaf661a45 Added prerenderclear event to canvas and webgl 2024-09-02 14:18:32 +01:00
Richard Davey
426cbe2d95 Update CHANGELOG-v3.85.md 2024-09-02 14:08:22 +01:00
Richard Davey
dc783da844
Merge pull request #6898 from monteiz/master
Update TextStyle.js
2024-09-02 14:07:30 +01:00
Luca Fagioli
0cf92cba50
Update TextStyle.js 2024-09-02 11:06:01 +02:00
Zeke Chan
9f3afafb29 Fix #6885 leave fullscreen event fires twice 2024-09-02 13:58:15 +08:00
Richard Davey
c86b5b2528 Make Layer extend event emitter in the docs 2024-08-29 14:05:17 +01:00
Richard Davey
378838a011
All functions now call 'queueOp'.
Removed sound unlocking on load complete.
2024-08-25 22:35:39 +01:00
Richard Davey
53c491fb84
You can now pass a data argument to ScenePlugin.switch 2024-08-25 22:34:15 +01:00
Richard Davey
4003aa7f3e
Merge branch 'master' of https://github.com/phaserjs/phaser 2024-08-25 21:53:51 +01:00
Richard Davey
b3ccae9d8a
Update CHANGELOG-v3.85.md 2024-08-25 21:53:45 +01:00
Richard Davey
59ce761140
Calling Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 2024-08-25 21:53:37 +01:00
Richard Davey
683ae16522
Merge pull request #6890 from ospira/process-callback-fix
Allow ProcessCallback To Work When Dealing With Arcade Bodies That Do Not Have GameObjects
2024-08-25 21:29:03 +01:00
Richard Davey
ec753ae195
Merge pull request #6895 from Andrek25/fix/typos
fix(typedefs): fixing some typo error
2024-08-25 21:26:46 +01:00
Richard Davey
f424a48389
Merge pull request #6896 from samme/docs/move-above-below
Docs: clarify `moveAbove()`, `moveBelow()`
2024-08-25 21:26:00 +01:00
samme
7fd11d2e98 Docs: clarify moveAbove(), moveBelow() 2024-08-23 08:50:47 -07:00
Andres
8b24e73d3d fix(typedefs): fixing some typo error 2024-08-22 21:49:51 -04:00
ospira
fbfe657698 Update ArcadePhysicsCallback.js 2024-08-13 12:40:37 -04:00
ospira
b99ac68c34 Update ArcadePhysicsCallback.js 2024-08-13 12:29:10 -04:00
ospira
e321be2130 Update World.js 2024-08-13 11:56:38 -04:00
Richard Davey
48f3769e55
Update ArcadeColliderType.js 2024-08-12 17:09:06 +01:00
Richard Davey
43b3bf9a66 Update CHANGELOG-v3.85.md 2024-08-07 19:45:48 +01:00
Richard Davey
a77976bff2 * InputPlugin.forceDownState is a new method that will force the given Game Object into the 'down' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceUpState is a new method that will force the given Game Object into the 'up' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOverState is a new method that will force the given Game Object into the 'over' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOutState is a new method that will force the given Game Object into the 'out' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceState is a new internal method that forces a Game Object into the given state. 2024-08-07 19:45:44 +01:00