Commit graph

10693 commits

Author SHA1 Message Date
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