Richard Davey
|
c1020c6dbb
|
Refactoring TTP to remove so much redundant stuff
|
2018-07-02 16:44:24 +01:00 |
|
Richard Davey
|
d3df3436e4
|
Blitter now hits the renderer directly
|
2018-07-02 16:44:09 +01:00 |
|
Richard Davey
|
f57ecc0d81
|
Moved method
|
2018-07-02 16:43:43 +01:00 |
|
Richard Davey
|
cf008e612c
|
Added e and f properties and multiplyWithOffset and copyFrom
|
2018-07-02 15:33:54 +01:00 |
|
Richard Davey
|
8a7ead03a8
|
Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor.
|
2018-07-02 13:43:35 +01:00 |
|
Richard Davey
|
ea53e832c2
|
Added tintEffect property
|
2018-07-02 13:33:15 +01:00 |
|
Richard Davey
|
5fdf51ce59
|
Using direct pipeline calls
|
2018-07-02 13:32:56 +01:00 |
|
Richard Davey
|
17112ecd20
|
Tileset.glTexture is a new property that maps to the WebGL Texture for the Tileset image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Tileset.setImage method.
|
2018-07-02 13:32:35 +01:00 |
|
Richard Davey
|
0ac0bc18d3
|
Set tint on setters
|
2018-07-02 13:32:27 +01:00 |
|
Richard Davey
|
390ae5f683
|
Update
|
2018-07-02 13:32:20 +01:00 |
|
Richard Davey
|
fe61cfe2d1
|
You can now set the WebGL batch size in the Game Config via the property batchSize . The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
|
2018-07-02 12:33:46 +01:00 |
|
Richard Davey
|
1941d8a494
|
Removed drawStaticTilemapLayer method and updated layer vertex code
|
2018-07-02 12:07:39 +01:00 |
|
Richard Davey
|
4d30de536e
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-07-02 11:02:47 +01:00 |
|
Chris Andrew
|
05bd40b972
|
Merge pull request #3802 from tarsupin/patch-1
Fixing removeTileAt, removeTileAtWorldXY docs
|
2018-07-01 01:01:57 +01:00 |
|
tarsupin
|
6613bc28e9
|
Fixing removeTileAt, removeTileAtWorldXY docs
The 'tile' parameter was not included in the actual code, so it's removed here from the documentation.
|
2018-06-30 15:09:41 -05:00 |
|
Richard Davey
|
fdead2af16
|
Added the tint effect attribute and merged with all the various batches
|
2018-06-30 11:33:52 +01:00 |
|
Richard Davey
|
11ef2c824b
|
Updated shader to support tint effect attribute
|
2018-06-30 11:33:28 +01:00 |
|
Richard Davey
|
52b24e2879
|
Added tintFill property and more detailed documentation
|
2018-06-30 11:33:06 +01:00 |
|
Richard Davey
|
e22b1a7b9c
|
Removed stubs from pipelines
|
2018-06-29 12:33:44 +01:00 |
|
Richard Davey
|
b57d94ae33
|
Typo fixes
|
2018-06-29 01:07:14 +01:00 |
|
Richard Davey
|
f97ce72e16
|
Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
|
2018-06-28 14:17:04 +01:00 |
|
Richard Davey
|
39c3866179
|
lint fix
|
2018-06-28 13:07:59 +01:00 |
|
Richard Davey
|
217779604c
|
Added tileScaleX and tileScaleY support for Tile Sprites
|
2018-06-28 12:59:27 +01:00 |
|
Richard Davey
|
8c312090da
|
Solidified use of pixelArt mode
|
2018-06-27 15:27:16 +01:00 |
|
Richard Davey
|
7a23378015
|
Unified use of roundPixels, antialias and pixelArt modes
|
2018-06-27 15:15:00 +01:00 |
|
Richard Davey
|
a6ab61dd99
|
Fixed id use
|
2018-06-27 13:16:11 +01:00 |
|
Richard Davey
|
ee8e264d5e
|
Return removed total
|
2018-06-27 13:16:01 +01:00 |
|
Richard Davey
|
2888fe94bd
|
Tweak
|
2018-06-27 13:05:06 +01:00 |
|
Richard Davey
|
1bfe58ab55
|
remove can take an array of cameras and also no longer needs total to be > 0
|
2018-06-27 13:03:40 +01:00 |
|
Richard Davey
|
183f5c4260
|
CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
|
2018-06-27 12:45:54 +01:00 |
|
Richard Davey
|
88eb4f4ce9
|
The Pointer.camera property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with.
|
2018-06-27 12:45:03 +01:00 |
|
Richard Davey
|
f2b7fd0a32
|
Removed the cameraX properties because they fall out of sync on camera remove
|
2018-06-27 12:13:37 +01:00 |
|
Richard Davey
|
da2b91b460
|
ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
|
2018-06-27 11:31:51 +01:00 |
|
Richard Davey
|
6cc7939870
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-06-27 11:20:28 +01:00 |
|
Richard Davey
|
d02d6532fd
|
TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789
|
2018-06-27 11:20:21 +01:00 |
|
Richard Davey
|
391dd4ca8c
|
Merge pull request #3790 from samme/fix/array-each
Fix extra argument passing in Array.Each
|
2018-06-27 11:13:22 +01:00 |
|
Richard Davey
|
c5f28f18f3
|
Merge pull request #3791 from photonstorm/mikewesthad-line-doc-fix
Line#getPointB documentation typo fix: "start" is used where "end" was intended
|
2018-06-27 11:12:28 +01:00 |
|
Richard Davey
|
2793fdea57
|
Merge pull request #3792 from DrevanTonder/master
fixed JsDoc for Phaser.Tilemaps.Tilemap#createBlankDynamicLayer
|
2018-06-27 11:11:49 +01:00 |
|
Andre van Tonder
|
32ff6df5b3
|
fixed JsDoc for Phaser.Tilemaps.Tilemap#createBlankDynamicLayer
x, y, width, height, tileWidth, tileHeight are all optional params
I also add x, y params to jsdoc as they were missing
|
2018-06-27 10:33:35 +08:00 |
|
Michael Hadley
|
bf995c7000
|
Line#getPointB documentation typo fix: "start" is used where "end" was intended
|
2018-06-26 20:30:01 -05:00 |
|
samme
|
703f338348
|
args description
|
2018-06-26 15:58:51 -07:00 |
|
samme
|
bb29f0cdfc
|
Fix context argument wrongly passed to callback
|
2018-06-26 15:57:49 -07:00 |
|
Richard Davey
|
7aa46657c2
|
Tidying up jsdocs and changing float to number
|
2018-06-26 23:19:14 +01:00 |
|
Richard Davey
|
0fdeec2e26
|
Updated docs
|
2018-06-26 17:43:05 +01:00 |
|
Richard Davey
|
c2fbad8356
|
Added jsdocs. Now 100% complete!
|
2018-06-26 17:24:51 +01:00 |
|
Richard Davey
|
ba9890e9f1
|
lint fix
|
2018-06-26 16:41:37 +01:00 |
|
Richard Davey
|
f1190529d2
|
ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
|
2018-06-26 16:35:45 +01:00 |
|
Richard Davey
|
b95f980023
|
Added in data object passing to all relevant methods #3748
|
2018-06-26 16:08:14 +01:00 |
|
Richard Davey
|
1d4a15f297
|
Merge pull request #3748 from rook2pawn/wake-resume-data-from-run
[feat] scene.run can now pass data to .wake and .resume if it needs
|
2018-06-26 15:28:50 +01:00 |
|
Richard Davey
|
39a838fccc
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-06-25 22:53:44 +01:00 |
|