Commit graph

160 commits

Author SHA1 Message Date
Richard Davey
e31cae93d2 Tilemap Layers should use the ComputedSize component 2018-04-05 14:43:07 +01:00
Richard Davey
7fbb055528 Updated 2018-04-05 13:52:30 +01:00
Richard Davey
34b236df41 Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point. 2018-04-05 11:24:56 +01:00
Richard Davey
44f7993fb0 Updated change log 2018-04-05 08:52:50 +01:00
Richard Davey
4466f28e44 Updated log 2018-04-05 08:48:35 +01:00
Richard Davey
f98107bb88 Updated change log 2018-04-04 17:18:53 +01:00
Richard Davey
e734e7ef6b Extensive Animation API changes to use milliseconds, improve docs and access to properties 2018-04-04 16:13:45 +01:00
Richard Davey
552cfe3c5e Animation Component overhaul 2018-04-04 14:44:09 +01:00
Richard Davey
51d29b818d Animation.updateFrame will now call setSizeToFrame on the Game Object, which will adjust the Game Objects width and height properties to match the frame size. Fix #3473 2018-04-04 13:14:41 +01:00
Richard Davey
af12eaac77
Merge branch 'master' into FR3472 2018-04-04 11:28:58 +01:00
Richard Davey
dac030dd3e Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object. 2018-04-04 11:13:19 +01:00
Richard Davey
0c200054b6 LineCurve.getResolution was missing the divisions argument and always returning 1, which made it fail when used as path of a Path. It now defaults to return 1 unless specified otherwise 2018-04-04 10:29:12 +01:00
Richard Davey
3546aa08f1 Updated log 2018-04-03 23:56:18 +01:00
Richard Davey
0b51671cb0 Updated change log 2018-04-03 17:30:21 +01:00
Richard Davey
11512e1db2 Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in update loops. Fix #3490 2018-04-03 16:33:13 +01:00
Richard Davey
d838097763 Game.destroy now checks to see if the renderer exists before calling destroy on it. Fix #3498 2018-04-03 15:41:02 +01:00
Richard Davey
d80cccc7f0 Updated change log 2018-04-03 15:32:08 +01:00
Richard Davey
316da3f2d9 jsdocs update. Fix #3477 2018-04-03 14:08:22 +01:00
Travis O'Neal
2ec70cac48 Added a letterSpacing property to BitmapText 2018-04-02 09:42:24 -04:00
Richard Davey
48bdaa90b2 Updated change log 2018-03-31 02:39:58 +01:00
Travis O'Neal
56a78abf12 Adds kerning property to BitmapText 2018-03-30 13:59:55 -04:00
Travis O'Neal
d6265a59dd Initial Commit 2018-03-30 13:46:44 -04:00
Richard Davey
89c963c19c Ignore consts 2018-03-30 14:38:58 +01:00
Richard Davey
0b7c2597c4 Updated change log 2018-03-30 13:51:40 +01:00
Richard Davey
71045265ae The Gamepad Axis getValue method now correctly applies the threshold and zeroes out the returned value. 2018-03-30 12:33:45 +01:00
Richard Davey
2540b75b88 Updated change log 2018-03-30 12:03:42 +01:00
Richard Davey
562344fed0 The ComputedSize Component now has setSize and setDisplaySize methods. This component is used for Game Objects that have a non-texture based size. 2018-03-29 12:55:28 +01:00
Richard Davey
88b02a5e35 Renamed the Camera Controls module exports for Fixed to FixedKeyControl and Smoothed to SmoothedKeyControl to match the class names. Fix #3463 2018-03-28 16:24:06 +01:00
Richard Davey
2b533d9870 Renamed file 2018-03-28 15:03:54 +01:00
Richard Davey
2868b8b588 Added new chainable methods: setRate, setMute, setVolume, setSeek, setDune 2018-03-28 14:14:07 +01:00
Richard Davey
e7a1e3190a Matter Physics timestep adjustments (getDelta, step, set60Hz, etc)
* Matter Physics now has a new config property `getDelta` which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
* Matter Physics has two new methods: `set60Hz` and `set30Hz` which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
* Matter Physics has a new config and run-time property `autoUpdate`, which defaults to `true`. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the `getDelta` function.
* Matter Physics has a new method `step` which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with `autoUpdate=false` you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
2018-03-27 15:15:05 +01:00
Richard Davey
933e193ccf Group.destroy has a new optional argument destroyChildren which will automatically call destroy on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 2018-03-27 01:09:30 +01:00
Samid\Sami
74d43b2707 update changelog 2018-03-25 10:51:47 +02:00
Richard Davey
2cd7da0126 The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 2018-03-23 10:00:25 +00:00
Richard Davey
574221d6cf A new property was added to Matter.World, correction which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases. 2018-03-23 02:19:18 +00:00
Richard Davey
889014e409 Updated change log 2018-03-22 15:09:01 +00:00
Richard Davey
6fe6a165be Preparing for 3.3.1 2018-03-22 14:39:29 +00:00
Richard Davey
a03b60193c Updated log and readme 2018-03-22 13:27:12 +00:00
Richard Davey
c0ec42dc2b Added setRate, setDetune and renamed setRate to calculateRate 2018-03-21 16:43:08 +00:00
Richard Davey
2433844cd3 Added setVolume and setMute 2018-03-21 14:54:23 +00:00
Richard Davey
645c03f2e9 Added setRate and setDetune methods 2018-03-21 14:40:07 +00:00
Richard Davey
3f0ee709f0 Renamed methods to avoid confliction with Animation component 2018-03-21 14:09:30 +00:00
Richard Davey
5cae6d38b3 Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape. 2018-03-21 03:16:01 +00:00
Richard Davey
d329724ae5 Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN. 2018-03-20 19:00:48 +00:00
Richard Davey
b6f2c80ae6 Groups will now listen for a destroy event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 2018-03-20 01:08:45 +00:00
Richard Davey
cb5b12e9d3 The GameObject destroy event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process. 2018-03-20 01:05:53 +00:00
Richard Davey
07ec73774b Updated change log 2018-03-20 00:36:33 +00:00
Richard Davey
64fdbc3040 Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 2018-03-20 00:27:39 +00:00
Richard Davey
75bb9d92a9 Camera.fadeIn is a new method that will fade the camera in from a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.flash but with an easier to grok method name. Fix #3412 2018-03-20 00:10:55 +00:00
Richard Davey
490aa2838d Updated change log 2018-03-19 23:32:36 +00:00