Commit graph

317 commits

Author SHA1 Message Date
Pavle Goloskokovic
ef60c16551 Marking audio tags as unused when creating them 2018-01-11 17:25:27 +01:00
Pavle Goloskokovic
0a10240c61 Moved HTML5AudioFile 2018-01-10 16:49:56 +01:00
Pavle Goloskokovic
d0d3a6473d Merge remote-tracking branch 'origin/master' 2018-01-10 16:20:13 +01:00
Richard Davey
d8f1ba03e9 Moved repository location 2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
d568d2bede Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess. 2016-11-06 12:18:08 +00:00
Richard Davey
f9745bbce3 States now own a Loader instance, rather than it being a Phaser global. 2016-11-04 03:21:04 +00:00
Richard Davey
a366ef8f3c New State Manager up and running. 2016-11-04 02:08:17 +00:00
Richard Davey
322f711f58 Enabled the default and missing images again. 2016-10-30 22:56:17 +00:00
photonstorm
4f8e509f91 Fixed JSON Hash parsing. 2016-10-19 14:29:52 +01:00
photonstorm
18b12dfc3e Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components. 2016-10-18 17:03:25 +01:00
Richard Davey
35854ea58d Cache now adds in Default and Missing images to the new Texture Manager. 2016-10-13 00:08:11 +01:00
Richard Davey
a2ac0a2c58 Multi-atlas loader support complete, adding to the Texture Manager properly. 2016-10-11 22:11:54 +01:00
Richard Davey
65ce4928d9 Expanded multi-atlas support in the Loader. Fixing ESLint errors too. 2016-10-11 19:50:36 +01:00
photonstorm
775dee029d Added Loader.multiatlas - for multi-atlas textures. 2016-10-11 16:48:12 +01:00
photonstorm
ce3308ea1d Hooking the Loader and Cache into the new Texture Manager. 2016-10-11 14:52:17 +01:00
Richard Davey
e0ef9cab8b Hooked the Texture Manager into the Cache. 2016-10-10 23:57:51 +01:00
Richard Davey
ea9c9ae7b3 Removed gl texture ID. 2016-10-07 00:59:10 +01:00
photonstorm
2d84ea8938 Removed SS in Atlas. 2016-09-27 14:27:12 +01:00
photonstorm
840d3669b0 Updated tutorial code so you can't bounce off stars. 2016-09-27 13:57:32 +01:00
Richard Davey
1c415a0d7e Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font (#2614) 2016-09-27 02:00:31 +01:00
Richard Davey
bb452e2b4e Merge pull request #2763 from arefiev/skip-frames-in-spritesheets
Add a parameter to load.spritesheet which tells it how many frames to…
2016-09-26 20:44:17 +01:00
Richard Davey
0d1d4f048f Updated docs. 2016-09-21 23:08:48 +01:00
Richard Davey
fb1ea7a01e Updated documentation. 2016-09-21 22:59:20 +01:00
Richard Davey
f3c5b7a0bc TS defs update. 2016-09-20 02:03:00 +01:00
Richard Davey
6bd0ab6a8c Updated jsdocs and jshint fixes. 2016-09-20 01:48:30 +01:00
Felipe Alfonso
d0c23c15b5 Merge branch 'dev' into texture-compression-webgl
Conflicts:
	src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-19 20:19:24 -03:00
Mikhail Arefiev
e3b8071d43 Add a parameter to load.spritesheet which tells it how many frames to skip. Good when you have huge PNGs with multiple spritesheets in each. 2016-09-20 01:50:11 +03:00
Richard Davey
e49151877b jshint fixes. 2016-09-19 22:28:25 +01:00
photonstorm
ad0e4aca2e Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
Felipe Alfonso
ce9e9fbd6c Dynamic loading of compressed textures. 2016-08-07 17:47:55 -04:00
Felipe Alfonso
5ce4643dfa Compressed textures are able to upload to GPU 2016-08-01 19:40:35 -04:00
Felipe Alfonso
100aa413bf Texture loading depending on webgl extensions included default truecolor 2016-08-01 16:27:39 -04:00
Felipe Alfonso
0cbe8969d1 Merge branch 'dev' into texture-compression-webgl 2016-07-28 23:04:27 -04:00
Felipe Alfonso
4b3d449a3d compression algorithm name passed during parsing 2016-07-28 23:02:34 -04:00
Richard Davey
24368ef8d7 Docs update. 2016-07-29 03:39:51 +01:00
Felipe Alfonso
8960cf26d7 texture meta data parsed and saved in cache 2016-07-28 21:33:31 -04:00
Felipe Alfonso
1b9f25b820 texture binary loading. 2016-07-28 18:42:46 -04:00
Felipe Alfonso
08ec080f67 PVR, DDS, KTX and PKM parsing implemented on LoaderParser.js 2016-07-27 19:47:05 -04:00
Richard Davey
cff28860fa The Loader.headers object has a new property requestedWith. By default this is set to false, but it can be used to set the X-Requested-With header to XMLHttpRequest (or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest' before adding anything to the Loader #2398 2016-07-20 12:45:11 +01:00
Boniatillo.com
881dca3cc5 Fix jsdoc: change to #audioSprite
The Phaser.Loader.audioSprite method is using #audiosprite in its jsdoc. Here it is changed to #audioSprite.
2016-07-19 08:41:39 -04:00
photonstorm
fced3f86ec Phaser 2.6.0 Release. 2016-07-08 15:46:26 +01:00
Richard Davey
63158a1dbf Argument swapped for destroyBaseTexture. 2016-07-06 22:31:26 +01:00
Richard Davey
886c641ddc * The default image texture, for when none is supplied, is now available under Phaser.Cache.DEFAULT.
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
2016-07-06 21:46:40 +01:00
Richard Davey
50434375a1 Tidy up formatting for #2585 2016-06-21 22:00:59 +01:00
Stoneman1
4861df4b66 Added file type mappings to accept headers. 2016-06-21 18:05:56 +03:00
photonstorm
7817d47a25 Updated Cache docs. 2016-06-14 12:18:32 +01:00
David Hayes
346aed2866 Distinguish between Arrays and Objects when cloning in Cache.getJSON.
Fixes #2551.
2016-06-10 10:33:33 -05:00
David Hayes
8317563d27 Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON. 2016-06-03 10:16:07 -05:00
photonstorm
a2d145a43d When the Loader loads audio via the Audio tag, instead of Web Audio, it used to use Phaser.GAMES[_this.game.id].load as the callback handler, which would stop it from working if you had multiple Loaders set-up within Phaser. It now uses a local reference to _this instead (thanks @SBCGames #2435) 2016-04-18 16:44:28 +01:00