Richard Davey
302a49863b
Improved jsdocs
2020-09-01 18:38:44 +01:00
Richard Davey
5b96ade1c7
Types.GameObjects.Text.GetTextSizeObject
2020-09-01 18:38:35 +01:00
Richard Davey
4f825e20a1
Update CHANGELOG.md
2020-09-01 18:06:26 +01:00
Richard Davey
506426f706
The Color.HSVToRGB
function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089
2020-09-01 18:06:23 +01:00
Richard Davey
9a2643852e
Update CHANGELOG.md
2020-09-01 17:51:20 +01:00
Richard Davey
02ac6bcb7d
If inputWindowEvents
is set in the Game Config, then the MouseManager
will now listen for the events on window.top
instead of just window
, which should help in situations where the pointer is released outside of an embedded iframe. Fix #4824
2020-09-01 17:51:17 +01:00
Richard Davey
4c353571ca
Removed protected status
2020-09-01 17:44:07 +01:00
Richard Davey
7df102ccce
Update CHANGELOG.md
2020-09-01 17:42:42 +01:00
Richard Davey
84a867c2ac
ArcadePhysics.disableUpdate
is a new method that will prevent the Arcade Physics World update
method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
...
`ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
2020-09-01 17:42:38 +01:00
Richard Davey
d3778bb4bb
ArcadeWorldConfig.customUpdate
is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If true
the World update will never be called, allowing you to call it yourself from your own component. Close #5190
2020-09-01 17:42:19 +01:00
Richard Davey
5c1b5c499a
Update CHANGELOG.md
2020-09-01 17:00:19 +01:00
Richard Davey
18cdb5e618
The Animation.play
and playReverse
methods have a new optional parameter timeScale
. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963
2020-09-01 17:00:16 +01:00
Richard Davey
8d02da00f2
Better conditional flow
2020-09-01 13:30:22 +01:00
Richard Davey
1406f23bd6
New dist debug builds
2020-09-01 13:06:07 +01:00
Richard Davey
4ffa1bdbc5
Update CHANGELOG.md
2020-09-01 13:05:57 +01:00
Richard Davey
d18e44d665
Fixed rebind order. Fix #5277
2020-09-01 13:05:54 +01:00
Richard Davey
6aef37572d
WebGLRenderer.previousPipeline
is a new property that is set during a call to clearPipeline
and used during calls to rebindPipeline
, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
...
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
Richard Davey
4fef74ab87
Update CHANGELOG.md
2020-09-01 10:46:25 +01:00
Richard Davey
1fa91daa39
The Spine Plugin destroy
method will now no longer remove the Game Objects from the Game Object Factory, or dispose of the Scene Renderer. This means when a Scene is destroyed, it will keep the Game Objects in the factory for other Scene's to use. Fix #5279
...
`SpinePlugin.gameDestroy` is a new method that is called if the Game instance emits a `destroy` event. It removes the Spine Game Objects from the factory and disposes of the Spine scene renderer.
2020-09-01 10:46:22 +01:00
samme
11c0520d36
Clear wasTouching when resetting body
2020-08-29 11:56:15 -07:00
Richard Davey
8f48d39934
Update CHANGELOG.md
2020-08-29 11:00:58 +01:00
Richard Davey
9451ac0285
Group.getMatching
is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true)
2020-08-29 11:00:55 +01:00
samme
57ee895437
Reset flags during reset
2020-08-27 12:35:01 -07:00
Richard Davey
9277ccedd1
Update CHANGELOG.md
2020-08-26 13:57:10 +01:00
Richard Davey
141dd12732
Update readme.md
2020-08-26 13:55:19 +01:00
Richard Davey
00b341f200
Update CHANGELOG.md
2020-08-26 13:50:57 +01:00
Richard Davey
ab83fd7e38
Tween.seek
will no longer issue a console warning for 'Tween.seek duration too long'
, it's now up to you to check on the performance of tween seeking.
2020-08-26 13:50:54 +01:00
Richard Davey
3eb79f61ff
Update CHANGELOG.md
2020-08-26 13:19:03 +01:00
Richard Davey
f51200479b
The Camera3D
Plugin has been rebuilt for Phaser 3.50 and the webpack config updated.
2020-08-26 13:19:00 +01:00
Richard Davey
4d4b3c1cad
Update CHANGELOG.md
2020-08-26 13:06:18 +01:00
Richard Davey
3f9950fc00
Update Sprite3D.js
2020-08-26 13:06:15 +01:00
Richard Davey
80c571963c
Textures.Parsers.JSONHash
will now perform a hasOwnProperty
check when iterating the frames, skipping anything that isn't a direct property. This should allow you to use generated atlas data that comes from JSON.parse
. Fix #4768
2020-08-26 13:06:04 +01:00
Richard Davey
da4af063b9
Update CHANGELOG.md
2020-08-26 10:58:10 +01:00
Richard Davey
55e56b1eff
Clock.addEvent
can now take an existing TimerEvent
object, as well as a config object. If a TimerEvent
is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115
...
`Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
2020-08-26 10:58:06 +01:00
Richard Davey
912bed5820
Update CHANGELOG.md
2020-08-26 00:39:57 +01:00
Richard Davey
c35c96cd5c
Update CHANGELOG.md
2020-08-26 00:19:23 +01:00
Richard Davey
809b8a41d9
The WebGLRenderer.updateCanvasTexture
method will now set gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL
to true, which should stop issues where you update a Text Game Object, having added a Render Texture or Spine Game Object to the Scene after it, which switches the PMA setting. Fix #5064
2020-08-26 00:19:19 +01:00
Richard Davey
76ce778688
Update CHANGELOG.md
2020-08-26 00:14:20 +01:00
Richard Davey
798fa8f5fd
The SpineFile
will no longer throw a warning if adding a texture into the Texture Manager that already exists. This allows you to have multiple Spine JSON use the same texture file, however, it also means you now get no warning if you accidentally load a texture that exists, so be careful with your keys! Fix #4947
2020-08-26 00:14:16 +01:00
Richard Davey
2c79753ef3
Update CHANGELOG.md
2020-08-26 00:00:19 +01:00
Richard Davey
07ea83ac39
Update package-lock.json
2020-08-26 00:00:17 +01:00
Richard Davey
e501da684f
New SpineContainer defs
2020-08-26 00:00:09 +01:00
Richard Davey
413a148a31
Updated docs and Creator param
2020-08-26 00:00:00 +01:00
Richard Davey
a9c32d4efa
The SpineGameObject.setAnimation
method will now use the trackIndex
parameter if ignoreIfPlaying
is set and run the check against this track index. Fix #4842
2020-08-25 23:59:42 +01:00
Richard Davey
f97afe16e7
New Spine Plugin build
2020-08-25 18:30:07 +01:00
Richard Davey
6c26e27286
Update copy-to-examples.js
2020-08-25 18:29:58 +01:00
Richard Davey
8c54efd81c
Update CHANGELOG.md
2020-08-25 18:28:49 +01:00
Richard Davey
2531b67dd1
New Container factory functions
2020-08-25 18:28:45 +01:00
Richard Davey
ce8039cb90
Spine Game Objects now use -1 as their default blend mode, which means 'skip setting it'.
2020-08-25 18:28:35 +01:00
Richard Davey
0704611ee4
SpineContainer
is a new Game Object available via this.add.spinecontainer
to which you can add Spine Game Objects only. It uses a special rendering function to retain batching, even across multiple container or Spine Game Object instances, resulting in dramatically improved performance over using regular Containers. Fix #5174
2020-08-25 18:27:55 +01:00