Richard Davey
|
4d484e2c0c
|
Updated to handle face blocking and all possible checks
|
2020-09-28 13:07:32 +01:00 |
|
Richard Davey
|
731e661d56
|
No longer needed
|
2020-09-28 13:07:11 +01:00 |
|
Richard Davey
|
4785953368
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2020-09-28 08:07:23 +01:00 |
|
Richard Davey
|
09c2a2d622
|
Testing new separation
|
2020-09-28 08:07:19 +01:00 |
|
Richard Davey
|
30b514fc58
|
Merge pull request #5326 from samme/fix/body-setOffset
Remove Arcade.Body#updateCenter() in Arcade.Body#setOffset()
|
2020-09-26 10:19:53 +01:00 |
|
Stefan Karner
|
f4b2b34535
|
Fix drawing Group to RenderTexture
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
|
2020-09-26 10:25:22 +02:00 |
|
samme
|
639a93583f
|
Remove updateCenter() in setOffset()
|
2020-09-25 14:42:56 -07:00 |
|
samme
|
d0f6070e14
|
Docs: Arcade.Body#setOffset
|
2020-09-25 14:37:26 -07:00 |
|
samme
|
13c27064a8
|
Docs: Arcade.Body#reset
Only game object receives the passed coordinates
|
2020-09-25 14:19:12 -07:00 |
|
Richard Davey
|
bed716e382
|
X Separation working properly in all cases. Now to adjust Y.
|
2020-09-25 21:25:01 +01:00 |
|
Richard Davey
|
7630b8e28d
|
Testing new Separation logic (Y done, X in progress)
|
2020-09-25 18:01:40 +01:00 |
|
Richard Davey
|
2bcf1f70be
|
Testing new separation logic (incomplete atm)
|
2020-09-24 18:10:11 +01:00 |
|
Richard Davey
|
da78d3ee42
|
Tidy up docs
|
2020-09-24 18:10:00 +01:00 |
|
Richard Davey
|
69b8458bb8
|
Added new pushable component
|
2020-09-24 18:09:49 +01:00 |
|
Richard Davey
|
b64d63f60e
|
When running an Arcade Physics overlap test against a StaticBody , it will no longer set the blocked states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435
|
2020-09-24 11:04:56 +01:00 |
|
Richard Davey
|
aa3544310c
|
When taking a snapshot in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot function. Fix #4956
|
2020-09-24 10:32:47 +01:00 |
|
Richard Davey
|
6484bc3607
|
Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
|
2020-09-24 09:36:15 +01:00 |
|
Richard Davey
|
4748c7c7fc
|
WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop.
|
2020-09-24 09:26:41 +01:00 |
|
Richard Davey
|
e004fa47fc
|
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same. . It now renders as expected. Fix #4675
|
2020-09-23 18:10:12 +01:00 |
|
Richard Davey
|
5f28ff64a2
|
New clearMask and createMask methods and tidied up structure
|
2020-09-23 17:59:17 +01:00 |
|
Richard Davey
|
c6f533b872
|
Fixed legacy interpolation parameters
|
2020-09-23 17:55:29 +01:00 |
|
Richard Davey
|
232f8e0ebc
|
Updated to use new uniforms and fixed renderWebGL parameters
|
2020-09-23 17:55:03 +01:00 |
|
Richard Davey
|
bba88b32d8
|
Fixed property name
|
2020-09-23 17:15:32 +01:00 |
|
Richard Davey
|
1f9243fe81
|
Merge pull request #5322 from samme/feature/setMaxVelocity
Set maxVelocity in PhysicsGroupConfig
|
2020-09-23 13:06:52 +01:00 |
|
Richard Davey
|
63bac3a13d
|
The Loader.maxParallelDownloads value is now set to 6 if running on Android, or 32 on any other OS. This avoids net::ERR_FAILED issues specifically on Android. You can still override this in the Game Config if you wish. Fix #4957
|
2020-09-23 13:04:18 +01:00 |
|
Richard Davey
|
8d51e8ab2c
|
Fix #4859
|
2020-09-23 12:59:03 +01:00 |
|
Richard Davey
|
212e7aa301
|
The Shape class now includes the ComputedSize component properties and methods directly in the class, rather than applying as a mixin. setSize is now flagged as being private , because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811
|
2020-09-23 12:46:55 +01:00 |
|
Richard Davey
|
f16e1c09f3
|
Lint fix
|
2020-09-23 12:39:21 +01:00 |
|
Richard Davey
|
e7926674b8
|
The Graphics WebGL Renderer will now default to pathOpen = true . This fixes issues under WebGL where, for example, adding an arc and calling strokePath , without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
|
2020-09-23 12:34:20 +01:00 |
|
Richard Davey
|
559127a53f
|
Graphics.strokeRoundedRect now issues moveTo commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955
|
2020-09-23 12:34:06 +01:00 |
|
Richard Davey
|
b86d982c00
|
The ParticleManagerCanvasRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in the follow offsets separately. It also uses setToContext internally. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers, or having the Camera zoomed, running under Canvas. Fix #4908 #4531 #4131
|
2020-09-23 12:06:29 +01:00 |
|
Richard Davey
|
e2d775e083
|
Remove duplicate code
|
2020-09-23 12:06:22 +01:00 |
|
Richard Davey
|
a459ec090f
|
Fixed lint issue
|
2020-09-23 11:50:07 +01:00 |
|
Richard Davey
|
fb849ae0dc
|
The ParticleManagerWebGLRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in follow offsets separately. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers. Fix #5319 #5195 #4739 #4691
|
2020-09-23 11:50:00 +01:00 |
|
Richard Davey
|
b350ebddcc
|
Removed duplicate code.
|
2020-09-23 11:42:14 +01:00 |
|
svipal
|
79920709e5
|
removed useless change
|
2020-09-23 01:13:20 +02:00 |
|
samme
|
426c9632c7
|
Set maxVelocity in PhysicsGroupConfig
|
2020-09-22 16:05:21 -07:00 |
|
Richard Davey
|
76deec0ef6
|
When destroying an interactive Game Object that had useHandCursor enabled, it would reset the CSS cursor to default, even if the cursor wasn't over that Game Object. It will now only reset the cursor if it's over the Game Object being destroyed. Fix #5321
The `InputPlugin.shutdown` method will now reset the CSS cursor, in case it was set by any Game Objects in the Scene that have since been destroyed.
|
2020-09-22 22:40:56 +01:00 |
|
Richard Davey
|
aea0e4c925
|
Pointer.down will now check if the browser is running under macOS and if the ctrl key was also pressed, if so, it will flag the down event as being a right-click instead of a left-click, as per macOS conventions. Fix #4245
|
2020-09-22 20:42:38 +01:00 |
|
Richard Davey
|
fe4b706cb0
|
Setting the pixelArt config option will now set antialiasGL to false , as well as antialias . Fix #5309
|
2020-09-22 17:07:46 +01:00 |
|
Richard Davey
|
00b7530d7a
|
Explain render modes better.
|
2020-09-22 17:00:02 +01:00 |
|
Richard Davey
|
d5de353890
|
You can now use setMaxWidth on DynamicBitmapText , which wasn't previously possible. Fix #4997
|
2020-09-22 16:52:36 +01:00 |
|
Richard Davey
|
6bf36083a8
|
Added setMaxWidth docs. Fix #4997
|
2020-09-22 16:48:38 +01:00 |
|
Richard Davey
|
5a6dec237c
|
Fixed RetroFont Parser. Fix #5310
|
2020-09-22 16:47:05 +01:00 |
|
Richard Davey
|
4fd46f4d1f
|
Fixed DynamicBitmapText WebGL Renderer. Fix #5303
|
2020-09-22 16:38:17 +01:00 |
|
Richard Davey
|
95b9ba55de
|
Added setPosition and setScale
|
2020-09-22 15:25:09 +01:00 |
|
Richard Davey
|
b317f89404
|
Renderer updates the camera
|
2020-09-22 15:25:09 +01:00 |
|
Richard Davey
|
674966280e
|
Merge pull request #5320 from vforsh/master
Add reserve property to particle emitter config
|
2020-09-22 15:24:16 +01:00 |
|
Richard Davey
|
6ff21af807
|
Added start of controls
|
2020-09-22 12:48:32 +01:00 |
|
Richard Davey
|
fe17dfc022
|
Updated docs
|
2020-09-22 12:48:23 +01:00 |
|
Richard Davey
|
6cf95f3548
|
Updated missing docs
|
2020-09-22 12:48:15 +01:00 |
|
Richard Davey
|
06b3a01d87
|
Added layer property
|
2020-09-22 12:48:03 +01:00 |
|
Richard Davey
|
2143b38dc4
|
Added destroy method
|
2020-09-22 12:47:51 +01:00 |
|
Richard Davey
|
183e68580f
|
Fixed dirty flag reset
|
2020-09-22 11:45:49 +01:00 |
|
Richard Davey
|
bd25dbc355
|
Added per-model cull mode
|
2020-09-22 11:39:26 +01:00 |
|
Richard Davey
|
0410c9f5aa
|
Updated JSDocs
|
2020-09-22 11:33:40 +01:00 |
|
Richard Davey
|
7d5adab502
|
Added JSDocs
|
2020-09-22 11:17:40 +01:00 |
|
Richard Davey
|
9ec300d618
|
Updated JSDocs
|
2020-09-22 11:12:40 +01:00 |
|
Richard Davey
|
820ea7799c
|
Completed JSDocs
|
2020-09-22 11:12:32 +01:00 |
|
Richard Davey
|
248d2352b6
|
Update the camera if dirty
|
2020-09-22 10:59:36 +01:00 |
|
Richard Davey
|
d08a6c657c
|
Added all documentation and dirty flag handling
|
2020-09-22 10:59:28 +01:00 |
|
Richard Davey
|
4945fc95e1
|
Not yet fixed, but no longer crashes build
|
2020-09-21 18:25:02 +01:00 |
|
Richard Davey
|
3950191468
|
Lots of docs and tidying up
|
2020-09-21 18:24:47 +01:00 |
|
Richard Davey
|
333945a89e
|
Remove Mesh Game Object and add Layer3D
|
2020-09-21 18:24:38 +01:00 |
|
Richard Davey
|
afe765a2cf
|
Fix component properties
|
2020-09-21 18:24:12 +01:00 |
|
Richard Davey
|
6abeb84ff6
|
Remove Face and Vertex classes
|
2020-09-21 18:24:03 +01:00 |
|
Richard Davey
|
d86cde525a
|
Remove console.log
|
2020-09-21 18:23:48 +01:00 |
|
Richard Davey
|
d33c69b65c
|
Updated the shaders
|
2020-09-21 18:23:41 +01:00 |
|
Richard Davey
|
24f7c2e3df
|
Updated to use RGB objects, finished missing methods
|
2020-09-21 15:57:57 +01:00 |
|
Richard Davey
|
893453f840
|
New uniforms handler, new cache and dirty checks
|
2020-09-21 15:57:38 +01:00 |
|
Richard Davey
|
33734309f1
|
Clean the mesh after rendering
|
2020-09-21 15:57:21 +01:00 |
|
Richard Davey
|
989e3e6e07
|
Swapped to use RGB objects
|
2020-09-21 15:57:11 +01:00 |
|
Richard Davey
|
82c8ada236
|
Added fog, dirty refresh and preUpdate handler
|
2020-09-21 15:56:58 +01:00 |
|
Richard Davey
|
27eafe3661
|
New Face and Vertex typedefs
|
2020-09-21 15:56:21 +01:00 |
|
Richard Davey
|
977054a7c8
|
Added new RGB class to encapsulate color data
|
2020-09-21 15:56:09 +01:00 |
|
Richard Davey
|
4549fb4320
|
Updated type defs
|
2020-09-21 14:05:51 +01:00 |
|
Richard Davey
|
f2f3aea79a
|
Shorter errors
|
2020-09-21 14:05:38 +01:00 |
|
Richard Davey
|
9bb510be0c
|
Now caches uniform locations and added all of the new set1f etc uniform methods
|
2020-09-21 14:05:30 +01:00 |
|
Richard Davey
|
7a8932a3a4
|
Remove log
|
2020-09-21 14:04:52 +01:00 |
|
Vladislav Forsh
|
4d7301a4be
|
Improve types for particle emitter deathZone and emitZone
|
2020-09-21 12:38:29 +03:00 |
|
Richard Davey
|
7f7d7a1b2e
|
Can now rotate the model
|
2020-09-21 10:13:58 +01:00 |
|
Richard Davey
|
1b4af32ec2
|
The Quaternion class constructor will now default the values to 0,0,0,1 if they're not provided, making it an identity quaternion, rather than the 0,0,0,0 it was before.
|
2020-09-21 10:13:50 +01:00 |
|
Vladislav Forsh
|
530c7a3d92
|
Add reserve property to particle emitter config
|
2020-09-21 12:06:49 +03:00 |
|
Richard Davey
|
a8df17b622
|
Corrected JSDocs
|
2020-09-21 09:54:23 +01:00 |
|
Richard Davey
|
99953b94b6
|
Merge pull request #5311 from vforsh/master
Add ability to use custom easing function(s) with particle emitters
|
2020-09-21 09:40:26 +01:00 |
|
Richard Davey
|
3672559fc1
|
Merge pull request #5315 from samme/feature/onWorldBounds
Add onWorldBounds argument in Arcade.Body#setCollideWorldBounds()
|
2020-09-21 09:38:05 +01:00 |
|
Richard Davey
|
e7f6e8aa57
|
Merge pull request #5317 from samme/docs/cursorKeys
Docs: correct CursorKeys
|
2020-09-21 09:35:31 +01:00 |
|
Richard Davey
|
48272312ed
|
Merge pull request #5318 from samme/fix/getMatching
Fix Group#getMatching()
|
2020-09-21 09:34:03 +01:00 |
|
Richard Davey
|
78c1eb7934
|
Removed debug, modified signatuers, added fog
|
2020-09-21 00:17:58 +01:00 |
|
Richard Davey
|
0ad265da2e
|
Removed faces and verts arrays as moved to a single ArrayBuffer instance
|
2020-09-21 00:17:38 +01:00 |
|
Richard Davey
|
56caeb126f
|
Renders whole buffer in a single draw with no vertex iteration
|
2020-09-21 00:17:14 +01:00 |
|
Richard Davey
|
1d2a8bc58f
|
Added fog to shader
|
2020-09-21 00:16:43 +01:00 |
|
samme
|
d4059c8f6e
|
Fix Group#getMatching
|
2020-09-19 10:10:25 -07:00 |
|
Svipal
|
3997cad5a7
|
same work
|
2020-09-19 13:05:56 +02:00 |
|
Svipal
|
e25c4a2e6b
|
made it so github will not list file differences that are not there
|
2020-09-19 12:58:16 +02:00 |
|
Svipal
|
5fd854fd26
|
fixed dynamic layer
|
2020-09-19 11:45:46 +02:00 |
|
Svipal
|
7ca2f9f10b
|
Merge branch 'master' of https://github.com/svipal/phaser into master
|
2020-09-19 11:04:49 +02:00 |
|
Svipal
|
a9e8c49bf0
|
fixed typo
|
2020-09-19 11:04:28 +02:00 |
|
svipal
|
030a9489cd
|
Merge pull request #9 from photonstorm/master
Final master pull hopefully
|
2020-09-19 11:01:04 +02:00 |
|
Svipal
|
299f83c13d
|
fixed conflicts
|
2020-09-19 10:56:05 +02:00 |
|
Richard Davey
|
8366d90f96
|
Added material and other new methods
|
2020-09-18 17:52:53 +01:00 |
|
Richard Davey
|
374cc84be8
|
Now the pipeline does it all
|
2020-09-18 17:52:41 +01:00 |
|
Richard Davey
|
561a1b54a2
|
Handle vertex normals too
|
2020-09-18 17:52:30 +01:00 |
|
Richard Davey
|
640ce49d93
|
Update MeshCamera.js
|
2020-09-18 17:52:20 +01:00 |
|
Richard Davey
|
6e62ada207
|
Created new MeshLight class
|
2020-09-18 17:52:15 +01:00 |
|
Richard Davey
|
307cbe130f
|
New Mesh Shader
|
2020-09-18 17:51:23 +01:00 |
|
Richard Davey
|
9a1b252a11
|
Use shouldFlush
|
2020-09-18 17:50:57 +01:00 |
|
Richard Davey
|
371fb5e68a
|
Added normals, removed Vec3
|
2020-09-18 17:50:47 +01:00 |
|
Richard Davey
|
0e2911c4a5
|
Added fromRotation and mult methods
|
2020-09-18 17:50:40 +01:00 |
|
Richard Davey
|
0013db3747
|
Created new Mesh Pipeline
|
2020-09-18 17:50:20 +01:00 |
|
samme
|
08b2ea467b
|
Docs: correct CursorKeys
Properties not optional
|
2020-09-18 08:57:05 -07:00 |
|
Richard Davey
|
74f35acad1
|
Better docs
|
2020-09-18 16:38:26 +01:00 |
|
svipal
|
79fe9abc6e
|
finished updating culling system
|
2020-09-18 17:16:52 +02:00 |
|
samme
|
2eb505c91d
|
Docs: Arcade.Body#setCollideWorldBounds
|
2020-09-17 14:20:13 -07:00 |
|
samme
|
7aa8f02d8c
|
Add onWorldBounds arg in setCollideWorldBounds()
|
2020-09-17 14:19:57 -07:00 |
|
Richard Davey
|
5b8e490c7e
|
Flush during render so we can have models with more vertices than the batch allows
|
2020-09-17 18:08:25 +01:00 |
|
Richard Davey
|
5ff9894925
|
MeshCamera now supports orbit and pan modes
|
2020-09-17 18:08:07 +01:00 |
|
Richard Davey
|
d40f99c332
|
Vertor3.addScale is a new method that will add the given vector and multiply it in the process.
|
2020-09-17 18:07:54 +01:00 |
|
Richard Davey
|
6ce58ed73b
|
Let them define the orientation
|
2020-09-17 10:08:15 +01:00 |
|
Richard Davey
|
87ed734475
|
Easier iteration
|
2020-09-17 10:08:07 +01:00 |
|
Richard Davey
|
f853a2be70
|
Use the projected coordinates
|
2020-09-17 10:07:56 +01:00 |
|
Richard Davey
|
38958d025a
|
We need the z axis
|
2020-09-17 10:07:19 +01:00 |
|
Richard Davey
|
8ca1730cc1
|
Remove log
|
2020-09-16 17:49:00 +01:00 |
|
Richard Davey
|
c5412df09e
|
Fix docs
|
2020-09-16 17:48:56 +01:00 |
|
Richard Davey
|
8085952507
|
Expose MeshCamera
|
2020-09-16 17:35:54 +01:00 |
|
Richard Davey
|
c306229478
|
Final JSDocs
|
2020-09-16 17:33:17 +01:00 |
|
Richard Davey
|
303f09b23e
|
Final JSDocs
|
2020-09-16 17:25:42 +01:00 |
|
Richard Davey
|
1d0b5cc6a9
|
Added Size component
|
2020-09-16 17:15:37 +01:00 |
|
Richard Davey
|
fcf0867843
|
Final JSDocs
|
2020-09-16 17:15:25 +01:00 |
|
Richard Davey
|
a38166ce2b
|
Now allows a texture per model, not mesh
|
2020-09-16 16:39:06 +01:00 |
|
Richard Davey
|
fcd1cf96b8
|
Added dirty handling, drawDebug and destroy
|
2020-09-16 16:38:53 +01:00 |
|
Richard Davey
|
851775ae19
|
New MeshCamera class
|
2020-09-16 16:38:39 +01:00 |
|
Richard Davey
|
8ff008b740
|
Removed un-used components, refactored method names and added MeshCamera
|
2020-09-16 16:38:32 +01:00 |
|
Richard Davey
|
da6a300474
|
Iterates and renders the new models array
|
2020-09-16 13:51:39 +01:00 |
|
Richard Davey
|
4f7442ee96
|
Moving all dependencies to the Model object
|
2020-09-16 13:51:30 +01:00 |
|
Richard Davey
|
113ae646e2
|
Updated path ref
|
2020-09-16 13:50:44 +01:00 |
|
Richard Davey
|
a96d380933
|
Created new Geom.Mesh namespace for all of the Mesh related functions and classes
|
2020-09-16 13:50:36 +01:00 |
|
Vladislav Forsh
|
8fd4754b03
|
Add ability to use custom easing function(s) with particle emitters
|
2020-09-16 12:43:38 +03:00 |
|
Richard Davey
|
45412157c2
|
Added JSDocs
|
2020-09-16 09:50:24 +01:00 |
|
Richard Davey
|
b74928b2f8
|
Added hideCCW , addOBJ , addModel , sortByDepth , rotateX , rotateY , rotateZ , depthSort , addVertex and addFace methods.
|
2020-09-15 18:09:19 +01:00 |
|
Richard Davey
|
431eb69b42
|
Much cleaner rendering function, skipping invalid faces
|
2020-09-15 18:07:51 +01:00 |
|
Richard Davey
|
3e133c900a
|
New method signature order
|
2020-09-15 18:07:24 +01:00 |
|
Richard Davey
|
a2a199818e
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Added contains and isCounterClockwise methods and depth property
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2020-09-15 18:07:14 +01:00 |
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Richard Davey
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229d27dc9e
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Updated docs and added load method
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2020-09-15 18:06:48 +01:00 |
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Richard Davey
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dd28a11c93
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Loader.OBJFile is a new File Loader type that can load Wavefront OBJ files, which are then parsed and stored in the OBJ Cache.
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2020-09-15 18:06:31 +01:00 |
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Richard Davey
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a0b47e8c5f
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Geom.ParseObj is a new function that will parse a Wavefront OBJ file into model data that can be consumed by the Mesh Game Object.
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2020-09-15 18:05:47 +01:00 |
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Richard Davey
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bd2c56e306
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Typo fix
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2020-09-15 18:04:26 +01:00 |
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Richard Davey
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d8a8aa8448
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Added clearVertices and renamed to addVertices so you can append on more verts post-creation
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2020-09-15 11:57:44 +01:00 |
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Richard Davey
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b763fa0f18
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The Mesh now renders by iterating through the Faces array, not the vertices. This allows you to use Array methods such as BringToTop to reposition a Face, thus changing the drawing order without having to repopulate all of the vertices.
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2020-09-15 11:57:22 +01:00 |
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Richard Davey
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5e5b8c0938
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The WebGLPipeline.shouldFlush method now accepts an optional parameter amount . If given, it will return true if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
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2020-09-15 11:54:12 +01:00 |
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