Richard Davey
0dd07333af
Updated to use MultiPipeline
2020-08-21 16:14:59 +01:00
samme
7ab57258fc
Tiny optimization for BaseCamera#cull
2020-05-13 11:20:38 -07:00
Richard Davey
56474423df
Use Events and remove dead code
2020-04-27 16:40:46 +01:00
Richard Davey
6668a8d763
New Events and lint fixes
2020-04-27 16:36:23 +01:00
Richard Davey
74bd872704
Updated version numbers
2020-04-27 14:00:47 +01:00
Richard Davey
756072b058
Merge pull request #4159 from jan1za/master
...
Added RotateTo Effect to Camera
2020-04-27 13:57:47 +01:00
Jason Kwok
b9e3a6395b
Fixed this
return types for Phaser.Cameras.Scene2D.CameraManager
2020-01-30 23:07:23 +08:00
Jason Kwok
293f6e77f5
Fixed this
return types for Phaser.Cameras.Scene2D.Camera
2020-01-30 23:05:56 +08:00
Jason Kwok
a7dd0d1798
Fixed this
return types for Phaser.Cameras.Scene2D.BaseCamera
2020-01-30 23:02:06 +08:00
Richard Davey
91dbd42d44
Camera.renderToGame
is a new property used in conjunction with renderToTexture
. It controls if the Camera should still render to the Game canvas after rendering to its own texture or not. By default, it will render to both, but you can now toggle this at run-time.
2020-01-27 23:35:39 +00:00
Richard Davey
ff65e69cd1
Changed copyright date to 2020
2020-01-15 12:07:09 +00:00
Andrew Brampton
e42f227ec2
Update documentation and one import, to use the consistent name of Vector2
.
...
There were examples that used Vec2, which wouldn't work. For example `An array of Point or Vector2 objects: [new Phaser.Math.Vec2(x1, y1), ...]` was not copy and pastable.
2020-01-11 06:46:25 -08:00
Hua
9377f8c8a0
Expose BaseCamera module
2019-10-03 09:26:14 +08:00
J.C
f3ce3c9359
fix intensity
type
2019-08-01 16:19:32 +08:00
J.C
ddae8f97fc
fix intensity
type
2019-08-01 16:15:52 +08:00
samme
0530fb2b56
Abort clearRenderToTexture() for missing renderer
2019-06-29 13:39:42 -07:00
Richard Davey
dc2375de70
Camera Manager will now listen for RESIZE event and resize full-sized cameras automatically
2019-06-06 15:57:51 +01:00
Richard Davey
3504819b33
The CameraManager
would incorrectly destroy the default
Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the destroy
method. Fix #4520
2019-05-17 13:54:55 +01:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
a6341a97a8
Fixed Types references
2019-05-09 15:32:53 +01:00
Richard Davey
dc3b3ecb03
Display Types
2019-05-09 11:53:08 +01:00
Richard Davey
e556cd9c68
Camera Types
2019-05-09 11:49:44 +01:00
Richard Davey
40b325accf
A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position
2019-05-02 10:51:46 +01:00
Richard Davey
61011d3ae9
Camera.clearRenderToTexture
will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
2019-04-24 11:46:31 +01:00
Richard Davey
a824f6f1e8
Added a default camera
2019-04-11 17:10:12 +01:00
Richard Davey
79409f0479
You can now add a geometry or bitmap mask to any Camera
2019-04-11 17:09:53 +01:00
Richard Davey
c188dfde12
Testing mask component on Camera
2019-04-10 18:10:03 +01:00
Richard Davey
f4a68404fc
lint fix
2019-04-08 11:01:21 +01:00
Richard Davey
ddd1cec3da
Merge pull request #4326 from snowbillr/patch-1
...
2d Camera startFollow should respect useBounds
2019-04-08 10:57:59 +01:00
Bill Reed
1293e427dd
Use correct values in clamp calls.
2019-04-05 16:50:51 -04:00
bdaenen
35b1beb6a7
Fixes #3833
2019-03-31 15:16:05 +02:00
Jason Nicholls
b3f847d09b
Merge remote-tracking branch 'upstream/master'
2019-03-10 13:47:29 +02:00
Bill Reed
22f14ed6dc
fix bug where scrollX and scrollY wouldn't be set
2019-03-09 13:34:07 -05:00
Richard Davey
31b14156de
Fixed event name
2019-02-13 16:55:52 +00:00
Richard Davey
fd629fe783
Adding callback typedefs
2019-02-13 16:32:27 +00:00
Richard Davey
e7b1d086e7
Moving all of the typedefs to properly namespaced scopes, rather than globals
...
\o/ ~ "Someone, save me!"
2019-02-13 12:35:12 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +00:00
Richard Davey
d04232ae54
JSDoc fixes
2019-02-04 11:45:17 +00:00
Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
3080286a30
Tidying up
2019-01-29 17:19:51 +00:00
Bill Reed
0c12d836a2
2d Camera startFollow should respect useBounds
...
It was possible for the 2d camera's `startFollow` method to set the `scrollX` and `scrollY` values out of the camera's bounds, even when `useBounds` was set to true.
This PR ensures that `useBounds` is respected by the `startFollow` method when setting the `scrollX` and `scrollY` values.
Question - should this check also happen when setting the `midpoint` with the `fx` and `fy` values?
2019-01-27 16:01:34 -05:00
Richard Davey
a7b3c95e30
Removed resolution
2019-01-22 14:46:43 +00:00
Richard Davey
5ef7d18ead
Merged itrs to single call
2019-01-22 14:46:17 +00:00
Richard Davey
36d86abd48
Added Camera Fade and Game Object Destroy events.
2019-01-18 14:21:45 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
e6b74304b5
Added Camera pre and post render events.
2019-01-17 12:02:14 +00:00
Richard Davey
c29c8c65b4
Added all Camera events
2019-01-15 23:36:52 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
a9ddf46134
Update BaseCamera.js
...
* `BaseCamera.config` has been removed as it's no longer required.
* `BaseCamera.scaleManager` is a new property that references the Scale Manager and is used internally for size checks.
2019-01-11 16:45:25 +00:00
Richard Davey
49c2868746
All default width/height values are now taken from the Scale Manager, not the Game Config
2019-01-11 15:57:57 +00:00