Commit graph

1381 commits

Author SHA1 Message Date
Richard Davey
9486487a3e Update CHANGELOG.md 2019-08-07 18:20:29 +01:00
Richard Davey
84d5e1d975 Update CHANGELOG.md 2019-08-07 15:24:57 +01:00
Richard Davey
da2e96bb28 Update CHANGELOG.md 2019-08-07 13:03:10 +01:00
Richard Davey
4faac7fcc3 Update CHANGELOG.md 2019-08-07 12:47:56 +01:00
Richard Davey
5dd75b64fc Pointer.updateWorldPoint is a new method that takes a Camera and then updates the Pointers worldX and worldY values based on the cameras transform 2019-08-07 12:10:50 +01:00
Richard Davey
7b8632c099 Update CHANGELOG.md 2019-08-02 01:49:34 +01:00
Richard Davey
6eb7889bd8 Update CHANGELOG.md 2019-08-01 19:27:50 +01:00
Richard Davey
8a934fe7c4 Update CHANGELOG.md 2019-07-26 19:04:07 +01:00
Richard Davey
bb942382fc Update CHANGELOG.md 2019-07-26 14:26:25 +01:00
Richard Davey
cf0b872636 CreateDOMContainer will now use div.style.cssText to set the inline styles of the container, so it now works on IE11. Fix #4674 2019-07-24 15:16:08 +01:00
Richard Davey
9e9d264973 getPixels defaults to 0x0 2019-07-21 16:18:21 +01:00
Richard Davey
e23cd39f99 Update CHANGELOG.md 2019-07-19 15:16:14 +01:00
Richard Davey
a1dad3587e Update CHANGELOG.md 2019-07-18 10:36:18 +01:00
Richard Davey
1e7a368798 Update CHANGELOG.md 2019-07-17 16:59:50 +01:00
Richard Davey
00663ed7d7 Update CHANGELOG.md 2019-07-17 15:10:24 +01:00
Richard Davey
e1d10e32cd Update CHANGELOG.md 2019-07-17 14:40:51 +01:00
Richard Davey
d096ef6dcd Update CHANGELOG.md 2019-07-17 14:36:26 +01:00
Richard Davey
08325f2996 Update CHANGELOG.md 2019-07-16 17:41:11 +01:00
Richard Davey
fd9b088154 Update CHANGELOG.md 2019-07-15 17:03:06 +01:00
Richard Davey
7d2b34f8ed Warn if invalid texture source 2019-07-15 15:42:25 +01:00
Richard Davey
35849237a9 Update CHANGELOG.md 2019-07-15 15:28:49 +01:00
Richard Davey
ea2365a77d The SmoothedKeyControl minimum zoom a Camera can go to is now 0.001. Previously it was 0.1. This is to make it match the minimum zoom a Base Camera can go to. Fix #4649 2019-07-15 10:56:32 +01:00
Richard Davey
6752dce869 Update CHANGELOG.md 2019-07-14 16:25:05 +01:00
Richard Davey
d432a64576 CanvasTexture has been added to the Textures namespace so it can be created without needing to import it. The correct way to create a CanvasTexture is via the Texture Manager, but you can now do it directly if required. Fix #4651 2019-07-13 10:49:05 +01:00
Richard Davey
c566ff26ff Update CHANGELOG.md 2019-07-11 14:00:45 +01:00
Richard Davey
b612d03433 Update CHANGELOG.md 2019-07-08 14:59:21 +01:00
Richard Davey
5f35a41d2f Update CHANGELOG.md 2019-07-08 13:29:52 +01:00
Richard Davey
8cf8caff0b Update CHANGELOG.md 2019-07-08 13:03:41 +01:00
Richard Davey
bf45637658 Update CHANGELOG.md 2019-07-03 15:53:49 +01:00
Richard Davey
da49fcc499 Update CHANGELOG.md 2019-07-03 15:47:43 +01:00
Richard Davey
deca3c95a3 Calling Animation.setRepeat() wouldn't reset the repeatCounter properly, causing Sprite bound animation instances to fail to change their repeat rate. Fix #4553 2019-07-03 15:33:13 +01:00
Richard Davey
a8a7d45956 Removing a frame from a 2 frame animation would cause an error when a Sprite using that animation next tried to render. Fix #4621 2019-07-03 15:07:53 +01:00
Richard Davey
5106b2c935 Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155 2019-07-03 14:01:48 +01:00
Richard Davey
e8a4d569bb Update CHANGELOG.md 2019-07-03 12:02:59 +01:00
Richard Davey
47b1d755a7 Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX or flipY value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813 2019-07-03 11:11:25 +01:00
Richard Davey
1b275c54ed Update CHANGELOG.md 2019-07-02 12:32:29 +01:00
Richard Davey
5142b8398e Update CHANGELOG.md 2019-07-02 12:13:46 +01:00
Richard Davey
b104fe52bf Update CHANGELOG.md 2019-06-28 19:41:04 +01:00
Richard Davey
58f076a125 TweenData now holds the target index and has a new signature 2019-06-28 18:02:18 +01:00
Richard Davey
3330a83bee Update CHANGELOG.md 2019-06-28 17:42:21 +01:00
Richard Davey
79b2048ae0 Fixed addBlendMode type. Fix #4625 2019-06-28 14:53:12 +01:00
Richard Davey
e9746bbe6f Update CHANGELOG.md 2019-06-28 14:38:53 +01:00
Richard Davey
3c9e310234 Update CHANGELOG.md 2019-06-27 16:28:21 +01:00
Richard Davey
eb72b4253c Update CHANGELOG.md 2019-06-27 13:04:36 +01:00
Richard Davey
4de9c3c93c Update CHANGELOG.md 2019-06-27 12:41:41 +01:00
Richard Davey
46b56c4d2b All changes to Tween.state are now set _before_ any events or callbacks, allowing you to modify the state of the Tween in those handlers 2019-06-27 12:02:45 +01:00
Richard Davey
9582a21d4f Tween JSDocs complete 2019-06-27 11:50:24 +01:00
Richard Davey
14a6864f21 If you called Scene.destroy within a Game Object pointerdown or pointerup handler, it would cause the error "Cannot read property 'game' of null" if the event wasn't cancelled in your handler. It now checks if the manager is still there before accessing its property. Fix #4436 2019-06-27 01:13:27 +01:00
Richard Davey
aad9d38e13 You can now specify easeParams for any custom easing function you wish to use. Fix #3826 2019-06-27 01:06:25 +01:00
Richard Davey
4eb163573b Update CHANGELOG.md 2019-06-27 01:00:41 +01:00
Richard Davey
5e4e6ca49f Tween.seek has been rewritten so you can now seek to any point in the Tween, regardless of repeats, loops, delays and hold settings. Fix #4409 2019-06-26 23:17:52 +01:00
Richard Davey
da50dd5336 Update CHANGELOG.md 2019-06-26 00:36:51 +01:00
Richard Davey
3bf3057da0 WebGLRenderer.setScissor will default the drawingBufferHeight if no argument is provided, stopping NaN scissor heights. 2019-06-25 23:03:57 +01:00
Richard Davey
356c57c07b The Shader will no longer set uniforms if the values are null, saving on GL ops. 2019-06-25 22:49:30 +01:00
Richard Davey
a61207b890 Math.ToXY is a new mini function that will take a given index and return a Vector2 containing the x and y coordinates of that index within a grid. 2019-06-25 16:57:05 +01:00
Richard Davey
45bfaeacfb Update CHANGELOG.md 2019-06-24 12:31:49 +01:00
Richard Davey
0d42bb2944 Update CHANGELOG.md 2019-06-24 10:58:47 +01:00
Richard Davey
9c4fdf88e5 Update CHANGELOG.md 2019-06-24 00:14:38 +01:00
Richard Davey
5bbd10b4c4 Update CHANGELOG.md 2019-06-22 11:38:28 +01:00
Richard Davey
4b41c64ced Update CHANGELOG.md 2019-06-22 11:34:47 +01:00
Richard Davey
bb29aed88a Matter.Factory.constraint wouldn't allow a zero length constraint to be created due to a falsey check of the length argument. You can now set length to be any value, including zero, or leave it undefined to have it automatically calculated 2019-06-22 11:19:56 +01:00
Richard Davey
3f4e4fc7e4 Update CHANGELOG.md 2019-06-21 16:35:33 +01:00
Richard Davey
aabd6d13df Update CHANGELOG.md 2019-06-21 16:10:29 +01:00
Richard Davey
e2a197eb1b Update CHANGELOG.md 2019-06-21 10:53:30 +01:00
Richard Davey
44408b3ea4 Update CHANGELOG.md 2019-06-20 09:59:05 +01:00
Richard Davey
db433656c3 Preparing for 3.19 dev 2019-06-19 17:02:27 +01:00
Richard Davey
b852ac5985 Update CHANGELOG.md 2019-06-19 15:52:13 +01:00
Richard Davey
6c575ca20e Arcade.Events.WORLD_STEP is a new event you can listen to. It is emitted by the Arcade Physics World every time the world steps once. It is emitted _after_ the bodies and colliders have been updated. Fix #4289 2019-06-19 15:41:45 +01:00
Richard Davey
9a5a369423 Update CHANGELOG.md 2019-06-19 15:30:59 +01:00
Richard Davey
ae591c1c34 Timeline.setTimeScale would only impact the Timeline loop and completion delays, not the actively running Tweens. It now scales the time for all child tweens as well. Fix #4164 2019-06-19 12:34:41 +01:00
Richard Davey
6d173434eb Looped Tween Timelines would mess-up the tween values on every loop repeat, causing the loop to fail. They now loop correctly due to a fix in the Tween.play method. Fix #4558 2019-06-19 12:23:24 +01:00
Richard Davey
8f22f37dca Tween.restart wouldn't restart the tween properly. Fix #4594 2019-06-19 11:05:27 +01:00
Richard Davey
d71529b4c0 Update CHANGELOG.md 2019-06-19 10:41:51 +01:00
Richard Davey
3be81dc6b6 Update CHANGELOG.md 2019-06-19 09:46:41 +01:00
Richard Davey
3a74ee9a27 Update CHANGELOG.md 2019-06-19 09:29:01 +01:00
Richard Davey
19c6c94899 Update CHANGELOG.md 2019-06-17 19:48:47 +01:00
Richard Davey
18f8ee5c31 Update CHANGELOG.md 2019-06-12 12:35:43 +01:00
Richard Davey
9c7b26260e StaticPhysicsGroup can now take a classType property in its Group Config and will use the value of it, rather than override it. If none is provided it'll default to ArcadeSprite. Fix #4401 2019-06-12 12:06:40 +01:00
Richard Davey
6a2e8a06b6 Update CHANGELOG.md 2019-06-12 11:19:03 +01:00
Richard Davey
77859b1cdf Calling Arcade Physics Body.reset on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access getTopLeft. If this is the case, it will now set the position to the given x/y values 2019-06-11 18:20:56 +01:00
Richard Davey
13180b9a9a If you had a Graphics object in the display list immediately after an object with a Bitmap Mask it would throw an error Uncaught TypeError: Cannot set property 'TL' of undefined. Fix #4581 2019-06-11 17:58:57 +01:00
Richard Davey
9e5527f230 Update CHANGELOG.md 2019-06-11 16:45:15 +01:00
Richard Davey
4f36fe15fa Update CHANGELOG.md 2019-06-11 16:06:11 +01:00
Richard Davey
2cc42f1a32 Update CHANGELOG.md 2019-06-11 14:31:23 +01:00
Richard Davey
b1e3ee4eec Added base64 to ArrayBuffer and ArrayBuffer to base64 2019-06-11 14:14:31 +01:00
Richard Davey
4bd3cca4d0 Update CHANGELOG.md 2019-06-11 09:08:12 +01:00
Richard Davey
2c8a5d3446 Renamed translate, rotate and scale to make them more explicit 2019-06-06 17:41:42 +01:00
Richard Davey
caf6f30bde Update CHANGELOG.md 2019-06-06 15:58:26 +01:00
Richard Davey
89fe081f74 Added new Tiled Object and Object Layer defs. Fix #4364 2019-06-06 11:20:40 +01:00
Richard Davey
3da69ade29 Tilemap.createDynamicLayer would fail if you called it without setting the x and y arguments, even though they were flagged as being optional. Fix #4508 2019-06-06 10:43:46 +01:00
Richard Davey
04ec7b26a1 Tilemap.createBlankDynamicLayer would fail if you provided a string for the tileset as the base tile width and height were incorrectly read from the tileset argument. Fix #4495 2019-06-06 10:29:28 +01:00
Richard Davey
bb0da190d0 Update CHANGELOG.md 2019-06-05 23:40:29 +01:00
Richard Davey
458c592596 Changing the radius of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542 2019-06-05 23:02:59 +01:00
Richard Davey
e32ec8636f Update CHANGELOG.md 2019-06-05 22:48:15 +01:00
Richard Davey
f90619d593 Update CHANGELOG.md 2019-06-05 22:46:59 +01:00
Richard Davey
3aa742c79a Update CHANGELOG.md 2019-06-05 15:31:29 +01:00
Richard Davey
bf44dd25e6 Update CHANGELOG.md 2019-06-04 19:13:53 +01:00
Richard Davey
b084ef4497 Update CHANGELOG.md 2019-06-04 18:54:41 +01:00
Richard Davey
c792cfccf7 Update CHANGELOG.md 2019-06-04 15:46:19 +01:00
Richard Davey
018c234a15 Update CHANGELOG.md 2019-06-01 10:53:08 +01:00
Richard Davey
d0f1475350 Update CHANGELOG.md 2019-05-30 22:30:29 +01:00
Richard Davey
061ff9e9e7 Update CHANGELOG.md 2019-05-30 22:28:47 +01:00
Richard Davey
e4cc8f74a1 Update CHANGELOG.md 2019-05-30 22:15:50 +01:00
Richard Davey
df0b474638 Added getTopCenter, getBottomCenter, getLeftCenter and getRightCenter 2019-05-29 16:27:31 +01:00
Richard Davey
09318530a4 Matter.Factory.fromVertices can now take a vertices path string as its vertexSets argument, as well as an array of vertices. 2019-05-29 14:50:57 +01:00
Richard Davey
3c52a3b27a Pass the pointers array in directly, no need to iterate them all every time 2019-05-28 21:31:54 +01:00
Richard Davey
f7a374b096 Update CHANGELOG.md 2019-05-28 17:28:01 +01:00
Richard Davey
a39c0c87c7 Update CHANGELOG.md 2019-05-28 17:08:33 +01:00
Richard Davey
21b3f2a1ab Update CHANGELOG.md 2019-05-28 16:58:55 +01:00
Richard Davey
4ab7fe164e Update CHANGELOG.md 2019-05-28 11:39:06 +01:00
Richard Davey
b649ec3783 Update CHANGELOG.md 2019-05-24 19:30:16 +01:00
Richard Davey
b9ae4685ca Update CHANGELOG.md 2019-05-23 17:19:34 +01:00
Richard Davey
8e4632fb51 Merge branch 'master' of https://github.com/photonstorm/phaser 2019-05-22 19:19:36 +01:00
Richard Davey
d2dac14f9f Update CHANGELOG.md 2019-05-22 19:19:32 +01:00
Richard Davey
d7af904bfa Added Matter velocity, angularVelocity and force methods 2019-05-21 14:23:32 +01:00
Richard Davey
9959dce57e Passing a Frame object to Bob.setFrame would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516 2019-05-17 14:00:39 +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
0ac5d7b8d9 There was some test code left in the DOMElementCSSRenderer file that caused getBoundingClientRect to be called every render. This has been removed, which increases performance significantly for DOM heavy games. 2019-05-17 13:43:55 +01:00
Richard Davey
e23a86d45a The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound. 2019-05-16 17:44:59 +01:00
Richard Davey
f792fce9cb The default BaseShader vertex shader will now set the fragCoord varying to be the viewport height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code. 2019-05-16 17:30:30 +01:00
Richard Davey
48bf3d2b5e Update CHANGELOG.md 2019-05-14 09:46:33 +01:00
Richard Davey
48a9925ed1 Update CHANGELOG.md 2019-05-14 09:44:08 +01:00
Richard Davey
725130bc40 Update CHANGELOG.md 2019-05-14 09:37:41 +01:00
Richard Davey
06d1618e29 Preparing for 3.18 dev 2019-05-10 18:32:03 +01:00
Richard Davey
ca66db35ed Updated Change Log and README 2019-05-10 16:05:32 +01:00
Richard Davey
f9315bac3f Updated Scene config types 2019-05-10 14:39:35 +01:00
Richard Davey
5dfea01d61 Update CHANGELOG.md 2019-05-10 12:28:12 +01:00
Richard Davey
edb0a8bfc2 Update CHANGELOG.md 2019-05-09 15:32:58 +01:00
Richard Davey
3b19b87ed2 Update CHANGELOG.md 2019-05-08 23:47:23 +01:00
Richard Davey
6609046905 Update CHANGELOG.md 2019-05-08 22:13:04 +01:00
Richard Davey
18a924c39c Passing an _array_ of configuration objects to physics.add.group would ignore them and none of the children would be assigned a physics body. Fix #4511 2019-05-07 16:17:28 +01:00
Richard Davey
71db4ab24e Update CHANGELOG.md 2019-05-04 12:50:54 +01:00
Richard Davey
fda7772d3f Fixed jsdocs to flag arguments as optional. Fix #4506 2019-05-03 18:23:39 +01:00
Richard Davey
f0a25f4b9a Update CHANGELOG.md 2019-05-03 17:38:41 +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
f9482ef580 BaseCache.getKeys is a new method that will return all keys in use in the current cache, i.e. this.cache.shader.getKeys(). 2019-05-02 02:27:29 +01:00
Richard Davey
3d40a95a00 Added glFuncMap 2019-05-01 12:29:45 +01:00
Richard Davey
4c95d69711 Added new SetValue function for property setting to any depth 2019-05-01 12:28:21 +01:00
Richard Davey
95eb4fc03d Setting pixelPerfect when input enabling a Container would cause it to crash, because Container's don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 2019-04-26 10:56:06 +01:00
Richard Davey
e05ff03ed0 Added Systems.renderer reference 2019-04-25 11:30:10 +01:00
Richard Davey
f64d0a935b Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out. 2019-04-24 16:45:31 +01:00
Richard Davey
1f0a516c77 GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call. 2019-04-24 15:00:16 +01:00
Richard Davey
ac3fac4ab6 UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 2019-04-24 13:58:05 +01:00
Richard Davey
11c1b458fa Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 2019-04-24 13:44:57 +01:00
Richard Davey
64532d8d7b InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 2019-04-24 13:38:40 +01:00
Richard Davey
00dbf8b03e Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 2019-04-24 12:54:56 +01:00
Richard Davey
61921525f1 There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files. 2019-04-24 12:23:21 +01:00
Richard Davey
f4a86fd368 The Container.setScrollFactor method has a new optional argument updateChildren. If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475 2019-04-24 12:09:16 +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
da6b520e64 Update CHANGELOG.md 2019-04-24 11:21:55 +01:00
Richard Davey
94b7db0e82 Update CHANGELOG.md 2019-04-24 11:06:54 +01:00
Richard Davey
c9075a4c40 Update CHANGELOG.md 2019-04-24 10:48:07 +01:00
Richard Davey
fd4f45673b Pointer.getDuration would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 2019-04-24 10:08:56 +01:00
Richard Davey
4d38283746 Update CHANGELOG.md 2019-04-24 10:04:17 +01:00
Richard Davey
4aa256a04c Update CHANGELOG.md 2019-04-23 22:50:01 +01:00
Richard Davey
9298492b01 Update CHANGELOG.md 2019-04-23 11:21:29 +01:00
Richard Davey
226daaa731 Update CHANGELOG.md 2019-04-16 17:08:19 +01:00
Richard Davey
1f9aec524e Update CHANGELOG.md 2019-04-15 23:46:28 +01:00
Richard Davey
53870c0699 Update CHANGELOG.md 2019-04-15 16:46:51 +01:00
Richard Davey
0bdf1cc083 Allow geometry masks to work within bitmap masks 2019-04-12 18:36:31 +01:00
Richard Davey
216bf3d904 Update CHANGELOG.md 2019-04-12 17:47:05 +01:00
Richard Davey
da82ced343 Update CHANGELOG.md 2019-04-11 17:10:16 +01:00
Richard Davey
16f7553ff3 Update CHANGELOG.md 2019-04-09 23:29:37 +01:00
Richard Davey
26bdff978c Update CHANGELOG.md 2019-04-09 17:55:20 +01:00
Richard Davey
2690561eee Update CHANGELOG.md 2019-04-08 16:45:51 +01:00
Richard Davey
2d3c905f53 Calling Tween.play on a tween that had already finished and was pending removal will stop the tween from getting stuck in an isPlaying state and will restart the tween again from the beginning. Calling play on a Tween that is already playing does nothing. Fix #4184 2019-04-08 16:25:31 +01:00
Richard Davey
0012ed3524 Added Tilemap.renderDebugFull method. 2019-04-08 16:05:12 +01:00
Richard Davey
95cf972dec Update CHANGELOG.md 2019-04-08 15:59:52 +01:00
Richard Davey
d63321eba5 Layers now remove themselves from the Tilemap when destroyed. Fix #4319 2019-04-08 15:45:43 +01:00
Richard Davey
0cfbc7917e The InputPlugin will now dispatch an update event regardless, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 2019-04-08 14:39:28 +01:00
Richard Davey
f552dde229 Texture.add will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return null instead of a Frame object, and the frameTotal will never be incremented. Fix #4459 2019-04-08 14:22:03 +01:00
Richard Davey
ce2d9868a6 Update CHANGELOG.md 2019-04-08 14:02:22 +01:00
Richard Davey
83e3bd313f Update CHANGELOG.md 2019-04-08 13:53:08 +01:00
Richard Davey
ded1320e8e Fixed issue with multiple calls to Tween.restart 2019-04-08 12:58:03 +01:00
Richard Davey
94fad47b1a Update CHANGELOG.md 2019-04-08 12:49:06 +01:00
Richard Davey
b4f62ff301 Update CHANGELOG.md 2019-04-08 12:18:25 +01:00
Richard Davey
5c2dcb6e0e Update CHANGELOG.md 2019-04-08 12:18:25 +01:00
Richard Davey
00638ae9ee Swapped to use GetValue instead. 2019-04-08 11:45:08 +01:00
Richard Davey
cd8fb4217a Tweens created with a duration of zero will now render for one frame before completing. Fix #4235 2019-04-08 11:18:42 +01:00
Richard Davey
b9fef30d99 Update CHANGELOG.md 2019-04-08 11:01:25 +01:00
Richard Davey
09487bbfc6 Added new resetCollisionIDs method re: #4334 2019-04-08 10:34:52 +01:00
Richard Davey
77fa68721e Update CHANGELOG.md 2019-04-08 10:18:47 +01:00
Richard Davey
382fed3de7 Added TextureManager.removeKey method and invoke it from Texture.destroy. Fix #4461 2019-04-06 11:35:58 +01:00
Richard Davey
199f5989e6 Update CHANGELOG.md 2019-04-05 18:35:34 +01:00
Richard Davey
2ecaad5f03 Fixes use of static keyword. Fix #4458 2019-04-05 18:04:34 +01:00
Richard Davey
f4f33ed53c Update CHANGELOG.md 2019-04-05 17:41:31 +01:00
Richard Davey
3b3e426752 Update CHANGELOG.md 2019-04-05 17:12:31 +01:00
Richard Davey
cc1b96a309 The Body.setCollideWorldBounds method has two new optional arguments bounceX and bounceY which, if given, will set the World Bounce values for the body. 2019-03-27 11:53:34 +00:00
Richard Davey
6a2397bbae The Clock.now property value is now synced to be the TimeStep.time value when the Clock plugin boots and is no longer Date.now() until the first update 2019-03-26 14:35:14 +00:00
Richard Davey
e017691c68 The ScaleMode Component has been removed from every Game Object, and along with it the scaleMode property and setScaleMode method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413 2019-03-24 23:07:27 +00:00
Richard Davey
a85e6283ec All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components namespace. Fix #4440 2019-03-24 22:51:34 +00:00
Richard Davey
f895dab6c8 Update CHANGELOG.md 2019-03-22 19:08:11 +00:00
Richard Davey
cf504ac9c2 Body.setVelocity was cause the speed property to be set to NaN if you didn't provide a y argument. 2019-03-22 13:16:37 +00:00
Richard Davey
de14633247 Update CHANGELOG.md 2019-03-15 13:32:02 +00:00
Richard Davey
0a87a0bdef Added new getProduct method and fixed naming of consumePurchases. 2019-03-13 12:37:01 +00:00
Richard Davey
ab1d39bebb Update CHANGELOG.md 2019-03-08 20:09:31 +00:00
Richard Davey
8839ab1c0e Added the new overlapRect method. 2019-03-07 15:16:31 +00:00
Richard Davey
8e872fcb51 Fixed closest and furthest when the RTree is disabled 2019-03-07 14:13:45 +00:00
Richard Davey
d36ada0386 Added collideTiles and overlapTiles to AP. 2019-03-07 13:36:15 +00:00
Richard Davey
4196a7380e Update CHANGELOG.md 2019-03-07 12:36:30 +00:00
Richard Davey
0ee2442597 Bumping to 3.17.0 2019-03-07 12:31:06 +00:00
Richard Davey
ccdb109873 Update CHANGELOG.md 2019-03-05 14:45:57 +00:00
Richard Davey
c85648e06a The PluginManager.installScenePlugin method has a new optional boolean parameter fromLoader which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene. 2019-02-28 12:24:41 +00:00
Richard Davey
c15734f1bc A Scene will now emit the new CREATE event after it has been created by the Scene Manager. If the Scene has a create method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. 2019-02-26 11:00:20 +00:00
Richard Davey
a1265a207b The return from the ScenePlugin.add method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all other add methods in the API. Fix #4359 2019-02-25 17:12:00 +00:00
Richard Davey
f9e6f2cd71 Update CHANGELOG.md 2019-02-25 17:09:08 +00:00
Richard Davey
35363631d6 Added jsdoc blocks 2019-02-24 23:36:56 +00:00
Richard Davey
84c24862cf GetAdvancedValue now uses the correct Math RND reference, which means anything that used the randInt or randFloat features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369 2019-02-24 22:56:29 +00:00
Richard Davey
0ed8cc052f Update CHANGELOG.md 2019-02-24 22:12:14 +00:00
Richard Davey
80c8250d4f Update CHANGELOG.md 2019-02-22 03:58:29 +00:00
Richard Davey
38927d48b6 Update CHANGELOG.md 2019-02-22 00:47:23 +00:00
Richard Davey
376f06d2a9 Updated for 3.16.3 2019-02-15 10:39:07 +00:00
Richard Davey
04080bc1ba 3.16.2 Release 2019-02-11 09:59:29 +00:00
Richard Davey
cd67fd6108 Update CHANGELOG.md 2019-02-10 21:45:56 +00:00
Richard Davey
d50475045d Added Zone.setBlendMode method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295 2019-02-10 17:30:01 +00:00
Richard Davey
f3f65d1437 Refactored the game over and out handling to work with the non-legacy input system. Fix #4344 2019-02-10 17:10:13 +00:00
Richard Davey
a252225be6 Entering Fullscreen mode in the Scale Manager and then pressing ESC would leave the injected fullsceen div in the DOM, causing it to fail with a node insertion failure the second time you wanted to enter fullscreen mode. Fix #4352 2019-02-10 16:13:45 +00:00
Richard Davey
0ab61ac6de When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it. 2019-02-09 16:27:20 +00:00
Richard Davey
fd8d75ab02 Refactored the Pointer Constraint to make it work more like a real pointer does, added missing events, added full jsdocs. 2019-02-09 16:02:21 +00:00
Richard Davey
7041601893 Added drag events to Pointer Constraint 2019-02-09 14:58:42 +00:00
Richard Davey
8eaaa3515f Update CHANGELOG.md 2019-02-08 17:33:53 +00:00
Richard Davey
1a1ed45925 Update CHANGELOG.md 2019-02-08 13:36:31 +00:00
Richard Davey
b4aeeadb65 Update CHANGELOG.md 2019-02-08 13:32:58 +00:00
Richard Davey
17d56bd8ac Moved jsdoc comment to stop weird TS module generation 2019-02-08 13:08:32 +00:00
Richard Davey
f8c4252fcb Tweaked setTileScale arguments 2019-02-08 12:13:01 +00:00
Richard Davey
916a13cf9d resetKeys doc update. Fix #4345 2019-02-07 00:31:10 +00:00
Richard Davey
05e3520048 The Mesh.setAlpha method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343 2019-02-06 23:36:05 +00:00
Richard Davey
b09fa3f10e Preparing for 3.17 dev 2019-02-06 12:41:18 +00:00
Richard Davey
f9cb8972ab 3.16.1 (because, npm) 2019-02-05 00:49:42 +00:00
Richard Davey
0a4325dc97 Updated Change Log and ReadMe for release 2019-02-05 00:03:49 +00:00
Richard Davey
c616e32964 Update CHANGELOG.md 2019-02-04 23:28:51 +00:00
Richard Davey
eb9ed3463f Lots of namespace and jsdoc fixes 2019-02-01 18:02:58 +00:00
Richard Davey
ec7e062dd1 Updated Change Log 2019-02-01 13:32:59 +00:00
Richard Davey
5587b00fc5 Update CHANGELOG.md 2019-01-31 11:27:29 +00:00
Richard Davey
38639eecec Update CHANGELOG.md 2019-01-31 11:12:03 +00:00
Richard Davey
dbd3745b4a The AddToDOM method has had the overflowHidden argument removed. The DOM element the canvas is inserted into no longer has overflow: hidden applied to its style. If you wish to have this, please add it directly via CSS. 2019-01-30 22:46:29 +00:00
Richard Davey
a9d6951660 A Tween Timeline will now set it's internal destroy state _before_ calling either the onComplete callback or sending the COMPLETE event. This means you can now call methods that will change the state of the Timeline, such as play, during the callback handlers, where-as before doing this would have had the internal state changed immediately, preventing it 2019-01-30 15:49:08 +00:00
Richard Davey
44f4ac3598 Type def fix 2019-01-29 23:49:23 +00:00
Richard Davey
c2db34f660 SceneManager.getScenes is a new method that will return all current Scenes being managed by the Scene Manager. You can optionally return only active scenes and reverse the order in which they are returned in the array. 2019-01-29 01:03:56 +00:00
Richard Davey
e63b340f06 Update CHANGELOG.md 2019-01-28 13:40:52 +00:00
Richard Davey
3ee62e88e0 Update CHANGELOG.md 2019-01-25 17:29:53 +00:00
Richard Davey
9142260307 Texture filter mode is now based on game anti-alias setting. 2019-01-24 14:23:24 +00:00
Richard Davey
6d77884b92 Removed un-needed methods and reset keys on focus loss. Fix #4134 2019-01-24 11:55:34 +00:00
Richard Davey
4fea7f57f2 DataManager.pop would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186 2019-01-24 11:11:07 +00:00
Richard Davey
fac2efedc4 Container + List.sort scope fixed and custom handler option added. Fix #4241 2019-01-24 11:04:36 +00:00
Richard Davey
dc080c053d README URL fix 2019-01-24 09:37:47 +00:00
Richard Davey
cf2095f0c8 The Arcade Physics Body has a new property maxSpeed which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed and it is applied in the World.computeVelocity method 2019-01-24 00:26:29 +00:00
Richard Davey
60fbd9540e Update CHANGELOG.md 2019-01-23 23:49:08 +00:00
Richard Davey
510f9e8a60 Update CHANGELOG.md 2019-01-23 23:17:56 +00:00
Richard Davey
dd221f54a6 Update CHANGELOG.md 2019-01-23 23:10:51 +00:00
Richard Davey
67679f58f6 Return actual booleans from button checks and reset buttons to zero correctly. 2019-01-23 23:00:29 +00:00
Richard Davey
8111d8062e Pointer.up and Pointer.down now use a hasOwnProperty check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down 2019-01-23 22:34:48 +00:00
Richard Davey
2a478abb86 Update CHANGELOG.md 2019-01-23 22:03:49 +00:00
Richard Davey
9651d4dba1 New Input Manager process event. 2019-01-23 15:50:57 +00:00
Richard Davey
ea9678cc85 Removed TextStyle auto-quotes and added docs instead. 2019-01-22 14:02:25 +00:00
Richard Davey
4c24799eac Arcade Physics could trigger a collide event on a Body even if it performing an overlap check, if the onCollide property was true 2019-01-18 16:16:14 +00:00
Richard Davey
b73ba710ab Update CHANGELOG.md 2019-01-18 16:10:17 +00:00
Richard Davey
a151a02f2c The Scene transitionstart event is now dispatched by the Target Scene of a transition, regardless if the Scene has a create method or not. Previously, it was only dispatched if the Scene had a create method. 2019-01-18 12:06:43 +00:00
Richard Davey
33189b429f Update CHANGELOG.md 2019-01-17 18:38:39 +00:00
Richard Davey
44cff816ba Added all the Sound Events. 2019-01-17 17:20:54 +00:00
Richard Davey
99cd0259fe Spelling mistake fix. 2019-01-17 14:57:24 +00:00
Richard Davey
5494f6ac79 Arcade Physics Events 2019-01-17 14:04:36 +00:00
Richard Davey
8b9feb8a82 Added all of the Loader Events. 2019-01-17 13:04:26 +00:00
Richard Davey
25c1a5fe74 Added Texture Manager Events and moved 'ready' responsibility to it 2019-01-17 11:54:41 +00:00
Richard Davey
f9167d5fd5 Update CHANGELOG.md 2019-01-17 11:17:29 +00:00
Richard Davey
0297a6625c Added Data Manager events and fixed some jsdoc links 2019-01-16 10:16:31 +00:00
Richard Davey
e882218fc4 Renamed boot to core and updated events accordingly 2019-01-15 16:17:04 +00:00
Richard Davey
69ea6ed590 Update CHANGELOG.md 2019-01-15 14:37:46 +00:00
Richard Davey
79dc611b95 Quote the font family in Text objects. 2019-01-12 16:31:48 +00:00
Richard Davey
988d1a2922 Update CHANGELOG.md 2019-01-11 16:47:31 +00:00
Richard Davey
83752c9a99 Update CHANGELOG.md 2019-01-11 12:12:12 +00:00
Richard Davey
caca07699d Update CHANGELOG.md 2019-01-10 13:54:10 +00:00
Richard Davey
30dda882eb Matter.TileBody.setFromTileCollision no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes. 2019-01-08 11:50:21 +00:00
Richard Davey
a8708f26cd Update CHANGELOG.md 2019-01-06 23:36:16 +00:00
Richard Davey
6a361ba8ea Line.Extend is a new static function that allows you extend the start and/or end points of a Line by the given amounts. 2019-01-05 00:38:20 +00:00
Richard Davey
730c84e3e3 Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249 2019-01-04 16:34:59 +00:00
Richard Davey
566df734a0 MatterSprite would set its type property to be Image. It now sets it to be Sprite as it should do. 2019-01-04 14:16:10 +00:00
Richard Davey
439c644702 Fixed an API validation error in the chooseContext method. Fix #4248 2019-01-04 14:05:53 +00:00
Richard Davey
36f08d83e6 The processDomCallbacks method in the Input Manager wasn't correctly clearing the once arrays. Responsibility for this has now been passed to the queue methods queueTouchStart, queueTouchMove, queueTouchEnd, queueMouseDown, queueMouseMove and queueMouseUp. Fix #4257 2019-01-04 14:03:21 +00:00
Richard Davey
a6447cd6b0 Updated docs and change log 2019-01-04 13:33:56 +00:00
Sean Heber
92d47f197f
Fixed spelling errors and did some light editing 2019-01-03 16:51:23 -06:00
Richard Davey
a18c838058 Update CHANGELOG.md 2018-12-21 18:51:59 +00:00
Richard Davey
98c68b8595 Update CHANGELOG.md 2018-12-21 02:47:14 +00:00
Richard Davey
cb57425a34 The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188 2018-12-18 15:47:07 +00:00
Richard Davey
a2723249a3 CanvasTexture.destroy is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239 2018-12-18 15:21:24 +00:00
Richard Davey
68a87516dd Update CHANGELOG.md 2018-12-18 13:36:08 +00:00
Richard Davey
8ec71c7bd1 Update CHANGELOG.md 2018-12-18 12:12:52 +00:00
Richard Davey
3b1c578634 Update CHANGELOG.md 2018-12-18 11:39:08 +00:00
Richard Davey
7586f4df33 Update CHANGELOG.md 2018-12-13 13:10:18 +00:00
Richard Davey
ffd217dbdd Fixed size calculation and updated docs 2018-12-13 11:46:17 +00:00
Richard Davey
caad527b29 Added getData and putData methods. 2018-12-13 00:30:13 +00:00
Richard Davey
b8fbd0d2c0 keydown and keyup events now fire for every possible key, no matter if they exist in the KeyCodes list or not. 2018-12-12 16:50:04 +00:00
Richard Davey
17e7ddedf7 Update CHANGELOG.md 2018-12-12 13:15:04 +00:00
Richard Davey
af5b1f2427 StaticBody.reset in Arcade Physics would ignore the x and y values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 2018-12-12 12:39:47 +00:00
Richard Davey
cc55ee73cf Changing scaleX or scaleY on a MatterImage or MatterSprite would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 2018-12-12 12:07:16 +00:00
Richard Davey
cc2981d590 Update CHANGELOG.md 2018-12-12 11:56:13 +00:00
Richard Davey
9ee0535621 Update CHANGELOG.md 2018-12-12 11:10:31 +00:00
Richard Davey
744bcf4791 Update CHANGELOG.md 2018-12-12 11:09:06 +00:00
Richard Davey
d9f89fbde1 Fixed lint error, added docs. 2018-12-11 09:31:56 +00:00
Richard Davey
27c1426856 Updated earcut from 2.1.1 to 2.1.4. 2018-12-10 16:35:11 +00:00
Richard Davey
a62f01e97c Update CHANGELOG.md 2018-12-08 15:02:52 +00:00
Richard Davey
c3524b345f Added CanvasTexture.drawFrame method. 2018-12-08 13:10:55 +00:00
Richard Davey
9dd7d2d8aa Merge branch 'master' of https://github.com/photonstorm/phaser 2018-12-07 19:28:48 +00:00
Richard Davey
f1113358b8 Update CHANGELOG.md 2018-12-07 19:28:43 +00:00
Richard Davey
06c6b280e7 New global adshowerror handler and better event flow. 2018-12-07 04:29:18 +00:00
Richard Davey
2ed6c649a3 Swapped ad events placement. 2018-12-07 01:49:01 +00:00
Richard Davey
e672592aef Modified how ad placement loading works. 2018-12-07 01:39:30 +00:00
Richard Davey
e6f5d0144e Added Animation.chain method to queue an animation to start when the current one ends. 2018-12-06 15:57:52 +00:00
Richard Davey
96fab45ced Update CHANGELOG.md 2018-12-06 15:40:00 +00:00
Richard Davey
8955c50ab5 Update CHANGELOG.md 2018-12-06 14:47:29 +00:00
Richard Davey
bca8d9b0c9 Add Key capture information 2018-12-06 11:55:14 +00:00
Richard Davey
4174626b84 Update CHANGELOG.md 2018-12-05 16:07:51 +00:00
Richard Davey
2780babe10 Final Doc Jam merge 2018-12-03 15:16:23 +00:00
Richard Davey
6f8759c186 Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects. 2018-11-30 10:27:25 +00:00
Richard Davey
146745057a Utils.Array.MoveUp wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp. 2018-11-29 23:33:54 +00:00
Richard Davey
52cfd5b4d6 Update CHANGELOG.md 2018-11-29 13:44:53 +00:00
Richard Davey
f3488b0d7c Undid CSS background style 2018-11-28 15:51:31 +00:00
Richard Davey
171191e1d8 Added Camera centerOnX and centerOnY methods. 2018-11-28 13:24:29 +00:00
Richard Davey
f8cd23766e Update CHANGELOG.md 2018-11-28 13:13:46 +00:00
Richard Davey
30972f4528 Camera.getBounds is a new method that will return a rectangle containing the bounds of the camera. 2018-11-27 17:16:03 +00:00
Richard Davey
b0df6892b5 The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera. 2018-11-27 13:54:59 +00:00
Richard Davey
91e4a91c5a Added GetNearestPoint and GetShortestDistance methods 2018-11-27 00:42:37 +00:00
Richard Davey
2c78c22112 Geom.Intersects.PointToLine has a new optional argument lineThickness (which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square) 2018-11-26 23:28:07 +00:00
Richard Davey
a74616b090 Added getDistanceX and getDistanceY 2018-11-26 15:35:18 +00:00
Richard Davey
449c6a3ca5 Update CHANGELOG.md 2018-11-26 11:28:24 +00:00
Richard Davey
f51de18bb2 Updated docs and added quick bail-out clause 2018-11-26 11:27:02 +00:00
Richard Davey
93a76475ea The Input Plugin was emitting a preUpdate event, with the capital U, instead of preupdate. This has now been corrected. Fix #4185 2018-11-26 11:13:25 +00:00
Richard Davey
31e0f95954 Update CHANGELOG.md 2018-11-21 11:53:50 +00:00
Richard Davey
ab85d480a7 Added setState method. 2018-11-21 02:24:54 +00:00
Richard Davey
7c00bd4dc8 Added Pointer.velocity and Pointer.angle as they're so common for gesture calculations. 2018-11-20 17:03:22 +00:00
Richard Davey
f1fdc5dcf5 Changing TileSprite.width or TileSprite.height will now flag the texture as dirty and call updateDisplayOrigin, allowing you to resize TileSprites dynamically in both Canvas and WebGL. 2018-11-20 15:32:15 +00:00
Richard Davey
625955178e Updated docs 2018-11-20 12:45:47 +00:00
Richard Davey
c22edb548a Update CHANGELOG.md 2018-11-20 11:07:50 +00:00
Richard Davey
8cd45a72b2 ESLint fixes 2018-11-20 11:02:19 +00:00
Richard Davey
ec570a639d Update CHANGELOG.md 2018-11-20 10:33:09 +00:00
Richard Davey
274f86cc97 Update CHANGELOG.md 2018-11-20 10:31:26 +00:00
Richard Davey
e9274601a9 Update CHANGELOG.md 2018-11-20 10:21:06 +00:00
Richard Davey
319e4de0a1 Update CHANGELOG.md 2018-11-20 09:46:49 +00:00
Richard Davey
068ba0f7cd Update CHANGELOG.md 2018-11-19 15:31:09 +00:00
Richard Davey
51223c518a Added Graphics.fill and Graphics.stroke 2018-11-19 11:09:53 +00:00
Richard Davey
202c6c9c1a Added nextFrame and previousFrame to the Animation component 2018-11-16 14:34:09 +00:00
Richard Davey
eb5da1f26d Docs update 2018-11-16 10:56:43 +00:00
Richard Davey
f85a79c0d7 There is a new boolean Game Config property called customEnvironment. If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 2018-11-16 10:46:30 +00:00
Richard Davey
476a31093a onFocus and onBlur ignore if locked 2018-11-13 19:47:47 +00:00
Richard Davey
578158cfcb Updated docs 2018-11-13 17:04:31 +00:00
Richard Davey
fb768e6262 Update CHANGELOG.md 2018-11-13 15:27:46 +00:00
Richard Davey
9e36f80105 Update CHANGELOG.md 2018-11-13 15:15:43 +00:00
Richard Davey
7d202111f1 Update CHANGELOG.md 2018-11-13 10:31:44 +00:00
Richard Davey
34d12a643e Merge branch 'master' of https://github.com/photonstorm/phaser 2018-11-12 23:20:04 +00:00
Richard Davey
c75b233226 Update CHANGELOG.md 2018-11-12 23:19:53 +00:00
Richard Davey
38b11b8947 Update CHANGELOG.md 2018-11-12 23:01:34 +00:00
Richard Davey
5f92b05fd7 Added game config keyboard capture flag for global preventDefault handling. 2018-11-12 22:22:12 +00:00
Richard Davey
23cc8b84e3 Added getConnectedScores method 2018-11-12 17:15:00 +00:00
Richard Davey
0557ee071b Updated setScore handling 2018-11-12 12:38:18 +00:00
Richard Davey
511707e4a7 Update CHANGELOG.md 2018-11-07 16:16:50 +00:00
Richard Davey
979fc7341f The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3 Game Objects have a new property called state. 2018-11-07 15:11:59 +00:00
Richard Davey
e34d759928 Removed sortGameObjects and getTopGameObject methods 2018-11-01 12:12:06 +00:00
Richard Davey
bed1141d9a Added clearPipeline and rebindPipeline and force argument. 2018-10-25 14:13:40 +01:00
Richard Davey
7441ff90ae The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does. 2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd The data object being sent to the Dynamic Bitmap Text callback now has a new property parent, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth) 2018-10-25 14:10:12 +01:00
Richard Davey
7ca0edcdfc Update CHANGELOG.md 2018-10-24 15:26:31 +01:00
Richard Davey
d3b573a615 MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it. 2018-10-24 14:08:49 +01:00
Richard Davey
7bfd213b0d Update CHANGELOG.md 2018-10-23 17:47:59 +01:00
Richard Davey
b73d0dd80c Added jsdocs 2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8 Added new jsdocs 2018-10-22 12:12:31 +01:00
Richard Davey
2180b1fe58 Update CHANGELOG.md 2018-10-19 18:32:14 +01:00
Richard Davey
aafac3df06 Update CHANGELOG.md 2018-10-19 16:14:54 +01:00
Richard Davey
ec443cce01 Update CHANGELOG.md 2018-10-19 15:33:47 +01:00
Richard Davey
73678526ce Update CHANGELOG.md 2018-10-19 13:50:39 +01:00
Richard Davey
f639091a01 Update CHANGELOG.md 2018-10-19 13:32:40 +01:00
Richard Davey
c9a4a240f8 The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list 2018-10-19 13:08:05 +01:00
Richard Davey
b52c63fe10 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-10-19 12:32:48 +01:00
Richard Davey
4c4421c47f Docjam merge 2018-10-19 12:32:43 +01:00
Richard Davey
c9b7ce3938 The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method. 2018-10-18 22:04:41 +01:00
Richard Davey
61f74a2fc6 The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly. 2018-10-17 15:15:46 +01:00
Richard Davey
61008f4eda 3.15.1 Release 2018-10-16 16:24:43 +01:00
Richard Davey
017140f49a Update CHANGELOG.md 2018-10-16 15:24:02 +01:00
Richard Davey
daee448528 Updated change log 2018-10-16 11:45:07 +01:00
Richard Davey
24837c4312 Updated log 2018-10-12 18:32:42 +01:00
Richard Davey
9dc53d1e5a The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs 2018-10-12 15:08:53 +01:00
Richard Davey
4beffe842a Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. 2018-10-12 15:06:10 +01:00
Richard Davey
3e9cc42f49 Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices. 2018-10-10 13:41:47 +01:00
Richard Davey
1025362781 Updated log 2018-10-08 17:03:06 +01:00
Richard Davey
8994d8f13e CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. 2018-10-05 18:30:00 +01:00
Richard Davey
4d13702c33 The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 2018-10-05 16:27:42 +01:00
Richard Davey
66445c9fb1 If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. 2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01 If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 2018-10-02 13:13:51 +01:00
Richard Davey
1b85512de2 Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off 2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 2018-10-02 11:33:05 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
Richard Davey
5bdf9aa21b WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process 2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742 Preparing for 3.15 dev 2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7 3.14 Release 2018-10-01 14:44:42 +01:00
Richard Davey
b3f3f6a9b5 If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e Added hundreds of new jsdoc descriptions 2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 2018-10-01 10:38:39 +01:00
Richard Davey
56c26cfd18 Updated log 2018-09-29 11:21:48 +01:00
Richard Davey
38cacfd9f7 Added new jsdocs 2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9 Added new jsdocs 2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d Completed DynamicTilemapLayer jsdocs 2018-09-28 14:46:31 +01:00
Richard Davey
43067aa30e Completed Tilemap class docs 2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d Added jsdocs. 2018-09-28 12:45:01 +01:00
Richard Davey
c237209bb8 Added new jsdocs 2018-09-28 12:19:21 +01:00
Richard Davey
818a28073f Added jsdocs 2018-09-28 11:04:19 +01:00
Richard Davey
24fdcb5ffd New docs 2018-09-28 10:32:58 +01:00
Richard Davey
3944e580cc Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames 2018-09-27 16:49:52 +01:00
Richard Davey
5ad4c8dc2b All of the Animation Events now pass the Game Object as the final argument, this includes animationstart, animationrestart, animationrepeat, animationupdate and animationcomplete. 2018-09-27 15:55:16 +01:00
Richard Davey
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
d8fcde46c3 When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 2018-09-27 14:16:22 +01:00
Richard Davey
c2f77a858b Updated log 2018-09-27 13:09:47 +01:00
Richard Davey
aff073a6c0 Updated log 2018-09-27 12:12:33 +01:00
Richard Davey
e5e8f84e96 Updated log 2018-09-27 11:47:56 +01:00
Richard Davey
bed4abc8ed Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats 2018-09-27 00:41:11 +01:00
Richard Davey
8cc7650f8c Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call. 2018-09-26 17:15:22 +01:00
Richard Davey
32bd01daba If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 2018-09-26 16:49:18 +01:00
Richard Davey
6fef0fb57e The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058 2018-09-26 16:36:45 +01:00
Richard Davey
849de9020c Updated log 2018-09-26 16:32:48 +01:00
Richard Davey
b4e59405b4 Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026 2018-09-26 16:18:44 +01:00
Richard Davey
c0e5197f7c Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037 2018-09-26 16:07:32 +01:00
Richard Davey
94d21da3ca The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 2018-09-26 15:27:19 +01:00
Richard Davey
e9417825f0 Updated change log 2018-09-26 14:15:45 +01:00
Richard Davey
eb09c35056 The poly-decomp library, as used by Matter.js, has been updated to 0.3.0. 2018-09-26 11:08:55 +01:00
Richard Davey
684838aabe Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'. This update also impacts the Polygon Shape object, which can now also take this format as well. 2018-09-26 11:01:48 +01:00
Richard Davey
ef3f6c0348 The Shape.Line object was missing a lineWidth property unless you called the setLineWidth method, causing the line to not render in Canvas only. Fix #4068 2018-09-26 09:33:09 +01:00
Richard Davey
2985a97c56 TileSet.getTileData() has been updated so it will return tile data from either Tiled 1.1.x or the new Tiled 1.2.x JSON structure. Fix #3998 2018-09-25 16:20:34 +01:00
Richard Davey
600b226337 Updated log 2018-09-25 16:12:15 +01:00
Richard Davey
37d7b7b32d The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049 2018-09-25 15:54:13 +01:00
Richard Davey
df8c0d8673 Calling Tilemap.renderDebug ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061 2018-09-25 15:37:46 +01:00
Richard Davey
41920b07cc Tilemap.setBaseTileSize now sets the size into the LayerData baseTileWidth and baseTileHeight properties accordingly. Fix #4057 2018-09-25 15:19:57 +01:00
Richard Davey
2812bff0ee Sprites now have preDestroy method, which is called automatically by destroy. The method destroys the Animation component, unregistering the remove event in the process and freeing-up resources. Fix #4051 2018-09-25 15:11:15 +01:00
Richard Davey
e94d92518d GameObjects added to and removed from Containers no longer listen for the shutdown event at all 2018-09-25 15:00:23 +01:00
Richard Davey
89b9f42f3e Adding jsdocs 2018-09-24 23:20:43 +01:00
Richard Davey
f869794346 Preparing for 3.14 work 2018-09-20 17:20:26 +01:00
Richard Davey
28d3336bd3 Updated change log and readme 2018-09-20 16:57:25 +01:00
Richard Davey
cd0bc6ae58 Updated log 2018-09-20 14:13:24 +01:00
Richard Davey
0646843d49 Updated log and docs 2018-09-19 14:13:55 +01:00
Richard Davey
9b812f8394 Calling setFrame on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039 2018-09-18 11:18:00 +01:00
Richard Davey
754fc4f622 RenderTexture.resize wouldn't correctly resize the texture under WebGL. Fix #4034 2018-09-17 11:48:34 +01:00
Richard Davey
5ec26fa62d Cameras now emit prerender and postrender events if they are set to render to textures. 2018-09-14 15:53:06 +01:00
Richard Davey
e92a01985e If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033 2018-09-14 14:48:53 +01:00
Richard Davey
78874b6d78 Updated the change log 2018-09-14 14:03:44 +01:00
Richard Davey
2102653416 Updated change log 2018-09-14 12:33:27 +01:00
Richard Davey
b8302a7f08 Updated log 2018-09-14 10:36:24 +01:00
Richard Davey
aeda1c042b If a Scene is already active (i.e. running) and you call start on it (such as from another Scene) then it will shutdown the Scene first, before starting it again. 2018-09-13 16:32:02 +01:00
Richard Davey
5e6f52a0f7 Updated log 2018-09-13 13:31:03 +01:00
Richard Davey
1db44806ed Updated log 2018-09-13 09:30:32 +01:00
Richard Davey
37d5de50cc Updated log 2018-09-12 16:30:07 +01:00