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
Richard Davey
0a152949cb
Added setLineSpacing
method and docs.
2018-09-12 16:29:38 +01:00
Richard Davey
a418995c15
Fixed jsdoc versions and updated them for #4019
2018-09-12 15:34:48 +01:00
Richard Davey
6d7ca32e6d
Game Objects would not remove themselves from the Scene's shutdown
event handler when destroyed, leading to a build-up over time
2018-09-12 15:06:13 +01:00
Richard Davey
0436f1ff6d
If you flagged a Tween as paused
in its config, never started it, and then called Tween.stop
it wouldn't ever be removed from the _pending
array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023
2018-09-12 14:54:08 +01:00
Richard Davey
b1771a17dd
Updated InputPlugin event specificity flow and added stopPropagation support
2018-09-12 12:38:08 +01:00
Richard Davey
4d05e5ce7d
Updated change log
2018-09-10 20:44:28 +01:00
Richard Davey
0350e0d078
Updated change log
2018-09-10 11:29:35 +01:00
Richard Davey
dedc939fdd
initPipeline
now defaults to the Texture Tint Pipeline if nothing else is specified.
2018-09-05 11:19:02 +01:00
Richard Davey
dff9bdef9f
The Graphics Canvas Renderer will now automatically call beginPath
on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames.
2018-09-04 23:33:38 +01:00
Richard Davey
8216c11143
Updated log
2018-09-04 22:45:30 +01:00
Richard Davey
5b98386677
Calling Text.setStyle
would make the Text vanish if you didn't provide a resolution
property in the style configuration object. Calling setStyle
now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011
2018-09-04 22:43:25 +01:00
Richard Davey
03aeaefe21
Preparing for 3.13 development
2018-09-04 16:01:42 +01:00
Richard Davey
cb1c6f614d
Preparing for 3.12 release
2018-09-04 15:42:10 +01:00
Richard Davey
382d6ae687
Updated log
2018-09-04 14:12:51 +01:00
Richard Davey
7c55e65543
Arcade Physics Body deltaX
and deltaY
methods will now return the previous steps delta values, rather than zero. Fix #3987
2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f
Arcade Physics World collideSpriteVsTilemapLayer
now syncs the collision results back to the body, allowing you to call collide
from within an update loop once again. Fix #3999
2018-09-04 12:12:51 +01:00
Richard Davey
a1610fd9d7
Log updated
2018-09-03 13:13:37 +01:00
Richard Davey
a2dc7929dc
Updated log
2018-09-01 10:22:03 +01:00
Richard Davey
d586483dc3
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-01 01:48:30 +01:00
Richard Davey
cdd75f85a2
Updated log
2018-09-01 01:47:00 +01:00
Richard Davey
0a4fc5b026
Calling setTimeScale
on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.
2018-08-31 18:45:50 +01:00
Richard Davey
ecae9d0503
The setTintFill
method would ignore the alpha
value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992
2018-08-31 13:27:24 +01:00
Richard Davey
1f859208ea
Updated log
2018-08-29 16:35:18 +01:00
Richard Davey
00b9da47d5
Updated log
2018-08-29 16:12:05 +01:00
Richard Davey
7041bd99ec
The InputManager.inputCandidate
method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984
2018-08-29 11:57:30 +01:00
Richard Davey
cbfc208e5b
Updated log
2018-08-24 23:58:38 +01:00
Richard Davey
ca783182bf
Updated change log
2018-08-23 18:11:29 +01:00
Richard Davey
0e27dc33e4
When a Sprite3D object is added to a Camera via Camera.add
it is now added to the Display and Update Lists. Fix #3945
2018-08-23 15:53:33 +01:00
Richard Davey
fc51f3a2db
Updated log and added plugin readme
2018-08-23 15:44:53 +01:00
Richard Davey
a8b649cf98
Log update
2018-08-23 12:36:35 +01:00
Richard Davey
5443f9cf5a
Fixed the way the arc overshoot works.
2018-08-23 12:31:55 +01:00
Richard Davey
144cfaff8f
Previously the Input Manager would create a Touch handler unless the Game Config had input.touch
set to false
(the default was true). If no such property is set, it no longer defaults to true
and instead is set to whatever Device.input.touch
returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
2018-08-22 17:01:21 +01:00
Richard Davey
dc868f8368
You can now resize SVG files during load, before they are rendered to textures.
...
Also added scale support and fixed some viewBox settings (#3941 )
2018-08-22 15:43:09 +01:00
Richard Davey
65fb366ecd
Matter updated to 0.14.2. Fix #3929
2018-08-22 14:01:35 +01:00
Richard Davey
0dccc3a510
Updated jsdocs. Fix #3849
2018-08-21 23:48:03 +01:00
Richard Davey
2dfe321d67
The getPixelAlpha
and getPixel
methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937
2018-08-21 23:25:08 +01:00
Richard Davey
198f353c9a
The default Container Blend Mode is now SKIP_TEST
. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684
2018-08-21 22:07:35 +01:00
Richard Davey
01290afda9
A Game Object couldn't have a blend mode of SKIP_TEST
set by using the getter or the setBlendMode
method.
2018-08-21 21:54:38 +01:00
Richard Davey
55c2de28b7
Updated log
2018-08-21 18:03:52 +01:00
Richard Davey
a98b3c3b15
In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951
2018-08-21 15:55:39 +01:00
Richard Davey
a7bbbb657d
Updated log
2018-08-21 15:40:40 +01:00
Richard Davey
3cc17f5c97
The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND
) and don't provide a seed for it
2018-08-21 14:06:41 +01:00
Richard Davey
0eef6f1bb9
Updated scroll factor docs to clarify impact on physics bodies #3810
2018-08-20 19:19:53 +01:00
Richard Davey
761415f051
Updated log
2018-08-20 18:46:10 +01:00
Richard Davey
27c3cc30ac
Previously, changing a Text object by setting its text
property directly wouldn't change the text being rendered as using setText
was the expected way to change what was being displayed. Internally the text
property has been renamed to _text
and flagged as private, and a new getter / setter for text
has been added, which hands over to the setText
method, meaning you can now use both ways of setting the text. Fix #3919
2018-08-20 17:41:05 +01:00
Richard Davey
818fbb05c7
Updated log
2018-08-20 16:42:27 +01:00
Richard Davey
661070ec6a
Updated log
2018-08-18 16:46:03 +01:00
Richard Davey
4bdb0de312
The Arcade Physics Body.speed
property is now set whenever you set the velocity via setVelocity
or setVelocityX
or setVelocityY
which stops the body velocity being reset to zero if useDamping
is enabled. Fix #3888
2018-08-08 17:31:22 +01:00
Richard Davey
764de08ff4
Camera.ignore
can now take nested-arrays of Game Objects and also supports both Groups and Containers.
2018-08-08 16:46:14 +01:00
Richard Davey
452a364c0b
Updated log
2018-08-08 01:33:39 +01:00
Richard Davey
9af64d02ad
Updated log
2018-08-07 16:25:20 +01:00
Richard Davey
2d91d4a26b
You can now access the Game instance directly from a Scene using this.game
2018-08-07 11:19:20 +01:00
Richard Davey
26cc84522d
The CanvasRenderer.BlitImage
function has been removed, as has the associated blitImage
property from the Canvas Renderer as they're no longer used.
2018-08-06 15:29:27 +01:00
Richard Davey
fbb67ac201
The CanvasRenderer.DrawImage
function has been removed, as has the associated drawImage
property from the Canvas Renderer as they're no longer used.
2018-08-06 15:24:51 +01:00
Richard Davey
702e738ffc
When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels
value to clamp the tile coordinates.
2018-08-06 14:16:36 +01:00
Richard Davey
50821c29ac
Updated jsdocs
2018-08-06 13:45:56 +01:00
Richard Davey
86965c28e4
The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893
2018-08-06 13:31:27 +01:00
Richard Davey
41c9f8b1e1
Docs update
2018-08-06 00:41:34 +01:00
Richard Davey
c2782d89ca
Updated log.
2018-08-03 19:31:02 +01:00
Richard Davey
c6cb0edf60
Updated log.
2018-08-03 19:17:17 +01:00
Richard Davey
ca68904953
The Canvas Renderer has a new batchSprite
method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.
2018-08-03 18:53:50 +01:00
Richard Davey
c98f5edc23
Added resetCropObject
method to cut down on duplicate code.
2018-08-03 18:50:36 +01:00
Richard Davey
b65cf0647b
New Crop Game Object component.
2018-08-03 18:49:10 +01:00
Richard Davey
8c842f67de
Phaser.Utils.String.UUID
will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well.
2018-08-03 18:47:27 +01:00
Richard Davey
fc0dc13930
Removed use of currentBlendMode
and currentAlpha
2018-08-03 01:53:51 +01:00
Richard Davey
9f44896a3f
The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
2018-08-03 01:29:18 +01:00
Richard Davey
31421ee00a
The CullTiles
updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
2018-08-03 00:40:56 +01:00
Richard Davey
eff01adbc9
Added divide argument to the Snap methods.
2018-08-03 00:34:11 +01:00
Richard Davey
c4c8b9e6ea
Added copyToContext method
2018-08-02 17:23:52 +01:00
Richard Davey
2a66e01577
Added source
property so we can purge TSs based on origin
2018-08-02 16:16:46 +01:00
Richard Davey
51163e6d4e
If you set window.FORCE_WEBGL
or window.FORCE_CANVAS
in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
2018-08-02 15:58:36 +01:00
Richard Davey
7566236d9b
Added isRenderTexture
property.
2018-08-02 12:34:57 +01:00
Richard Davey
3efc800bf7
Use global string to cut down on size a little.
2018-08-02 12:33:48 +01:00
Richard Davey
7ebf5766e8
Added docs for blankTexture and setBlankTexture.
2018-08-01 13:23:03 +01:00
Richard Davey
73524df816
The Game boot event flow has changed slightly. The Game will now listen for a texturesready
event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready
event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready
event to ensure that it is the first thing to be activated, before any other system.
2018-08-01 13:18:28 +01:00
Richard Davey
030911cf60
Log update
2018-07-31 23:22:45 +01:00
Richard Davey
7313573161
The ParticleEmitterManager
now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.
2018-07-31 23:21:07 +01:00
Richard Davey
c3cc4317dd
Particle.color
has been removed as it's now calculated during rendering to allow for Camera alpha support.
2018-07-31 23:18:49 +01:00
Richard Davey
bc40830f00
Log update
2018-07-31 17:10:46 +01:00
Richard Davey
f26f78f0fe
Updated log
2018-07-31 11:53:02 +01:00
Richard Davey
fa2b78192c
The CameraManager
was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null
when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878
2018-07-31 11:34:59 +01:00
Richard Davey
7e73024d83
Added new noReturn
destroy boolean for when you absolutely want to nuke the site from orbit.
2018-07-31 10:29:11 +01:00
Richard Davey
3d23013b86
Body setSize changes to fix #3863 PR
2018-07-31 09:39:22 +01:00
Richard Davey
e799a0557a
Updated log
2018-07-31 09:31:13 +01:00
Richard Davey
a8b605f42d
Zone now calls updateDisplayOrigin
in its constructor, causing the displayOriginX
and displayOriginY
values to now be correct if you create a Zone and then don't resize it. Fix #3865
2018-07-29 12:34:21 +01:00
Richard Davey
2889d68f93
Updated change log
2018-07-29 12:24:14 +01:00
Richard Davey
b30e4185b9
Updated log
2018-07-27 11:19:26 +01:00
Richard Davey
1abe90433f
Updated log and docs
2018-07-27 02:49:05 +01:00
Richard Davey
6163340f58
Updated log
2018-07-27 00:53:07 +01:00
Richard Davey
a3c4c60519
Log update.
2018-07-26 16:34:13 +01:00
Richard Davey
c65e7dc5fa
Updated log
2018-07-25 23:00:36 +01:00
Richard Davey
e2517486a1
Updated log
2018-07-23 15:52:55 +01:00
Richard Davey
9df7fbaa68
Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854
2018-07-23 13:29:39 +01:00
Richard Davey
09bee35693
Updated log
2018-07-23 01:53:48 +01:00
Richard Davey
2c7280a2c0
Updated log
2018-07-23 01:39:37 +01:00
Richard Davey
2a008e6713
FileType.HTML
is a new file type loader that will load an HTML snippet and store it in the new html
cache. Access it via load.html
(this method was previously used to load html to textures, please see load.htmlTexture
for this feature now)
2018-07-19 13:21:51 +01:00
Richard Davey
ec5bd1912e
GameObject.willRender
now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
2018-07-19 13:19:02 +01:00
Richard Davey
1d697b1371
Updated log
2018-07-19 00:42:37 +01:00
Richard Davey
ab35dfab95
The setCrop
method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue
2018-07-19 00:18:09 +01:00
Richard Davey
20f1b37256
eslint fix and log update
2018-07-18 15:06:56 +01:00
Richard Davey
b6a1033dbd
Fixed Camera FX for scaled camera sizes
2018-07-18 15:03:06 +01:00
Richard Davey
14ba51d928
Added Text.setResolution methods.
2018-07-18 14:45:10 +01:00
Richard Davey
1b9f5dc76d
Updated change log
2018-07-18 14:32:55 +01:00
Richard Davey
e29671282b
Updated change log
2018-07-17 22:44:28 +01:00
Richard Davey
73292c892a
Updated change log
2018-07-16 15:16:29 +01:00
Richard Davey
05e6f65d51
3.11 Release
2018-07-13 11:37:57 +01:00
Richard Davey
9a82bd33e5
Updated change log
2018-07-13 11:14:29 +01:00
Richard Davey
944ca91e85
Updated log
2018-07-13 08:30:57 +01:00
Richard Davey
b4ddd44105
Added cullCallback
support - the final step in culling. Don't like ours? Roll your own!
2018-07-12 17:06:36 +01:00
Richard Davey
8981cf4a03
Swapped from vec2 to explicit values for cullPadding
2018-07-12 16:51:54 +01:00
Richard Davey
b03d3ff783
Added support for cull padding
2018-07-12 16:44:36 +01:00
Richard Davey
52f50028c3
Updated change log
2018-07-12 16:32:36 +01:00
Richard Davey
7ea53767cd
Updated change log
2018-07-12 16:13:00 +01:00
Richard Davey
049f59da70
Updated log and packages
2018-07-12 01:14:52 +01:00
Richard Davey
872788db1e
Updated info
2018-07-11 17:20:13 +01:00
Richard Davey
e588ccc321
Updated log
2018-07-11 16:25:03 +01:00
Richard Davey
82b15c8695
Removed drawEmitterManager
and moved to emitter render function
2018-07-11 14:40:36 +01:00
Richard Davey
497fa1f2ff
Added copyFromArray method
2018-07-11 12:36:49 +01:00
Richard Davey
cced09bad6
Added Pointer.prevPosition and getInterpolatedPosition method
2018-07-11 12:34:00 +01:00
Richard Davey
14354fd151
Added deprecation warning
2018-07-10 17:18:08 +01:00
Richard Davey
9c9e9cecbb
Updated log and lint fixes
2018-07-10 16:49:53 +01:00
Richard Davey
f813c3a4e3
Updated log
2018-07-10 16:34:29 +01:00
Richard Davey
469f6b6880
TransformMatrix.multiply
has a new optional argument out
which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
2018-07-10 14:01:14 +01:00
Richard Davey
4d5eb4755b
Updated log
2018-07-09 23:02:31 +01:00
Richard Davey
6560f51699
Added jsdocs and updated change log
2018-07-09 22:35:48 +01:00
Richard Davey
a3803a286f
Fixed origin addition post-scale
2018-07-09 16:17:52 +01:00
Richard Davey
91a48c30c4
GetBitmapTextSize
, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish)
2018-07-09 16:06:36 +01:00
Richard Davey
17653fcf7d
BitmapMask.destroy
will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
2018-07-09 14:26:45 +01:00
Richard Davey
cd508ab3f1
The ScenePlugin
will now queue all of the following ops with the Scene Manager: start
, run
, pause
, resume
, sleep
, wake
, switch
and stop
. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame.
2018-07-09 14:08:55 +01:00
Richard Davey
84c7960a48
The Quad
Game Object now has a new setFrame
method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161
2018-07-09 13:42:33 +01:00
Richard Davey
ecd99869bd
Explained mask positioning better in docs. Fix #3770
2018-07-08 23:38:13 +01:00
Richard Davey
cb7510b2e5
Updated log
2018-07-08 23:19:33 +01:00
Richard Davey
8b13631107
Removed batchMesh
and moved to the Mesh WebGL Renderer. Another one bites the dust.
2018-07-06 19:35:46 +01:00
Richard Davey
6aa1526ea9
Graphics.arc
has a new optional argument overshoot
. This is a small value that is added onto the end of the endAngle
and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
2018-07-06 17:15:46 +01:00
Richard Davey
a64d747c98
clearMask(true)
would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
2018-07-06 16:34:11 +01:00
Richard Davey
1931716da3
Exposed isTinted bool
2018-07-06 16:22:42 +01:00
Richard Davey
901a75d053
setCrop will accept numbers or a Rectangle object
2018-07-06 12:57:42 +01:00
Richard Davey
f195a09530
Rectangle.Intersection
will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
2018-07-05 23:54:51 +01:00
Richard Davey
f3a446797d
Added new TextureCrop component
2018-07-05 13:06:28 +01:00
Richard Davey
43fc988034
Moved crop UV handler to the Frame method. Cleaner and easier.
2018-07-04 15:18:08 +01:00
Richard Davey
ee8c1b403a
Fixed cropping with flipped images
2018-07-04 14:50:26 +01:00
Richard Davey
4b0ed8a0da
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-07-03 00:14:28 +01:00
Richard Davey
c82c09914e
Updated UV values
2018-07-02 23:51:42 +01:00
Chris Andrew
3360825ec3
Fixed minor change log typos.
2018-07-02 23:10:16 +01:00
Richard Davey
a02d5ffdc8
Updated change log
2018-07-02 16:44:32 +01:00
Richard Davey
cf008e612c
Added e and f properties and multiplyWithOffset and copyFrom
2018-07-02 15:33:54 +01:00
Richard Davey
8a7ead03a8
Frame.glTexture
is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame
constructor.
2018-07-02 13:43:35 +01:00
Richard Davey
390ae5f683
Update
2018-07-02 13:32:20 +01:00
Richard Davey
fe61cfe2d1
You can now set the WebGL batch size in the Game Config via the property batchSize
. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
2018-07-02 12:33:46 +01:00
Richard Davey
b57d94ae33
Typo fixes
2018-06-29 01:07:14 +01:00
Richard Davey
f97ce72e16
Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
2018-06-28 14:17:04 +01:00
Richard Davey
217779604c
Added tileScaleX and tileScaleY support for Tile Sprites
2018-06-28 12:59:27 +01:00
Richard Davey
7a23378015
Unified use of roundPixels, antialias and pixelArt modes
2018-06-27 15:15:00 +01:00
Richard Davey
1bfe58ab55
remove can take an array of cameras and also no longer needs total to be > 0
2018-06-27 13:03:40 +01:00
Richard Davey
183f5c4260
CameraManager.getTotal
is a new method that will return the total number of Cameras being managed, with an optional isVisible
argument, that only counts visible cameras if set.
2018-06-27 12:45:54 +01:00
Richard Davey
f2b7fd0a32
Removed the cameraX properties because they fall out of sync on camera remove
2018-06-27 12:13:37 +01:00
Richard Davey
da2b91b460
ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
2018-06-27 11:31:51 +01:00
Richard Davey
d02d6532fd
TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds
and displayWidth
and displayHeight
results were incorrect. Fix #3789
2018-06-27 11:20:21 +01:00
Richard Davey
0fdeec2e26
Updated docs
2018-06-26 17:43:05 +01:00
Richard Davey
c2fbad8356
Added jsdocs. Now 100% complete!
2018-06-26 17:24:51 +01:00
Richard Davey
f1190529d2
ScenePlugin.start
and ScenePlugin.restart
will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
2018-06-26 16:35:45 +01:00
Richard Davey
b95f980023
Added in data object passing to all relevant methods #3748
2018-06-26 16:08:14 +01:00
Richard Davey
bb7b99a4db
Updated log and formatting
2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc
Camera.alpha
(and its related method Camera.setAlpha
) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
2018-06-25 17:35:36 +01:00
Richard Davey
51468fdefc
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-06-25 16:25:42 +01:00
Richard Davey
d20188b75d
Removed camera pool, renamed current ID and added accessor properties
2018-06-25 16:10:50 +01:00
Richard Davey
0c55745206
Updated log
2018-06-25 16:06:31 +01:00
Chris Andrew
3b3005926a
Updated change log.
2018-06-24 00:55:57 +01:00
Richard Davey
6df877cfa3
Docs update
2018-06-23 12:33:20 +01:00
Richard Davey
472df6a7be
Camera.centerOn
is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
2018-06-21 15:54:54 +01:00
Richard Davey
2ff6845360
Camera.centerToBounds
didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706
2018-06-21 14:03:31 +01:00
Richard Davey
3e3b0d6397
Fixed issue where negative camera bounds wouldn't clamp properly
2018-06-21 12:33:20 +01:00
Richard Davey
2c8c4c7a16
Bob.setFrame
didn't actually set the frame on the Bob, now it does. Fix #3774
2018-06-20 19:33:59 +01:00
Richard Davey
8fadf99c85
Updated change log
2018-06-20 17:52:23 +01:00
Richard Davey
7d573a35eb
Added Camera.setDeadzone method, updated startFollow and added jsdocs.
2018-06-20 14:26:36 +01:00
Richard Davey
d15ac52f02
Updated log
2018-06-19 23:37:08 +01:00
Richard Davey
f1fe131e56
Tidying up Render Texture to make it more useful
2018-06-19 14:14:37 +01:00
Richard Davey
62661b46fb
Updated rounded rect functions
2018-06-19 13:17:38 +01:00
Richard Davey
56df2ea829
Updated change log
2018-06-19 12:40:29 +01:00
Richard Davey
e5fbcd5574
Calling Tween.play
on a tween created via TweenManager.create
wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play
will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763
2018-06-19 12:28:29 +01:00
Richard Davey
28851ff69b
Use hyphens instead of underscores. Fix #3751
2018-06-14 13:30:33 +01:00
Richard Davey
52d04ee5f9
The LoaderPlugin didn't emit the filecomplete
event if any of files failed to load, causing it to fail to run the Scene create
function as well. Fix #3750
2018-06-14 13:23:15 +01:00
Richard Davey
62deef81d8
Preparing for 3.11.0 development
2018-06-13 15:51:07 +01:00
Richard Davey
6456ef10a6
Touch pointer total fix
...
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
16f61b402b
3.10 Release
2018-06-13 09:00:40 +01:00
Richard Davey
641abd300b
Updated the change log
2018-06-12 16:21:44 +01:00
Richard Davey
6dba00a9a7
Updated change log
2018-06-12 13:15:07 +01:00
Richard Davey
5313343730
Pointers capped at 10 max.
2018-06-11 13:39:28 +01:00
Richard Davey
e6e33f5e21
Added Game.isOver and mouseover and mouseout events.
2018-06-11 12:32:25 +01:00
Richard Davey
c24f3b8fdb
Updated change log
2018-06-11 11:54:09 +01:00
Richard Davey
0b8915520b
Added eslint rules. Fixed incorrect ES6 use.
2018-06-11 09:05:52 +01:00
Richard Davey
4304811dde
Added new Pixel Perfect input handler and makePixelPerfect
method.
2018-06-08 17:50:47 +01:00
Richard Davey
680d34b3c4
Convert Gamepad Manager to an Input Plugin
2018-06-08 16:17:58 +01:00
Richard Davey
02554984fe
Removed KeyboardManager and replaced with KeyboardPlugin
...
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733 , thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
43fd10bbc1
ScenePlugin.run
is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
2018-06-08 15:07:00 +01:00
Richard Davey
a2c20a9aa7
lint fixes
2018-06-05 01:08:32 +01:00
Richard Davey
c0ac1259ea
Significant Data Manager overhaul.
...
Adds in values property, removes redundant functions, streamlines the event flow, adds features to the get and set handlers.
2018-06-05 01:01:13 +01:00
Richard Davey
a0e4a07920
In TimeStep.step
the rawDelta
and delta
values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088
2018-06-04 22:29:58 +01:00
Richard Davey
dced3a2090
Updated log.
2018-06-04 22:15:05 +01:00
Richard Davey
719a2eedca
Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620
2018-06-04 21:04:27 +01:00
Richard Davey
a804d7fc75
Formatting fixes.
2018-06-04 17:26:47 +01:00
Richard Davey
8aacb7fe77
Typo
2018-06-04 17:13:38 +01:00
Richard Davey
6092088afc
Updated change log.
2018-06-04 17:03:38 +01:00
Richard Davey
699951bc40
Updated change log
2018-06-04 16:49:17 +01:00
Richard Davey
ecfbea8bd4
Updated change log.
2018-06-04 15:19:32 +01:00
Richard Davey
130ab75c74
Updated change log
2018-06-04 13:24:55 +01:00
Richard Davey
e7fec396e1
If a Body collides with a Static Body it will now set the blocked
properties accordingly
2018-06-03 21:17:33 +01:00
Richard Davey
e3e4130a15
Updated log
2018-06-03 17:08:16 +01:00
Richard Davey
fb817833a5
Updated change log
2018-06-02 12:45:34 +01:00
Richard Davey
95826aa95f
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-06-01 19:19:21 +01:00
Richard Davey
2a4e6ae56e
Updated log with Arcade Physics changes
2018-06-01 19:19:18 +01:00
Chris Andrew
4750e92be4
Fixed a method signature issue with the Animation component's 'remove' event handler.
...
This prevented removed animations from stopping correctly, when they were removed from the AnimationManager.
2018-06-01 14:37:15 +01:00
Richard Davey
2dc7f1dc4e
Updated change log
2018-06-01 00:06:05 +01:00
Chris Andrew
b2ef86534e
Updated change log.
2018-05-31 18:05:54 +01:00
Chris Andrew
ee6f48b10c
Fixed an incorrect usage of Math.abs() in Quaternion.calculateW() (thanks @qxzkjp).
2018-05-31 18:05:31 +01:00
Chris Andrew
fb55b9bb44
Updated change log.
2018-05-31 17:44:22 +01:00
Richard Davey
f45ab89f8d
The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707
2018-05-31 16:57:30 +01:00
Richard Davey
20e21ff5ac
Rectangle.RandomOutside is a new function that takes two Rectangles, outer
and inner
, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle.
2018-05-31 14:07:39 +01:00
Richard Davey
a739be27a1
RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time
2018-05-29 12:07:40 +01:00
Richard Davey
a7da8dc28f
The Canvas RenderTexture drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710
2018-05-29 11:50:23 +01:00
Richard Davey
d2981a8576
Preparing for 3.10 dev work
2018-05-25 00:21:01 +01:00
Richard Davey
23d3fe3774
3.9.0 Release
2018-05-24 23:42:40 +01:00
Richard Davey
6cfc5d49e7
The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437
2018-05-24 23:17:33 +01:00
Richard Davey
3d9da060c5
Camera.shake would not effect dynamic tilemap layers. Fix #3669
2018-05-24 23:02:59 +01:00
Richard Davey
7d692bc7dc
Added Camera.followOffset property and helper methods setLerp and setFollowOffset.
2018-05-24 17:30:28 +01:00
Richard Davey
f8cda698e4
Added Camera.lerp and implemented linear interpolation when following targets
2018-05-24 15:29:38 +01:00
Richard Davey
57c2ccbf5e
Formatting fix and doc update
2018-05-24 14:03:29 +01:00
Richard Davey
35a5a6d2da
updated change log
2018-05-24 13:49:51 +01:00
Richard Davey
68303622f2
Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690
2018-05-23 15:17:26 +01:00
Richard Davey
6eea9db9b2
jsdoc fixes. FIx #3694
2018-05-23 15:04:54 +01:00
Richard Davey
63bb14c37c
Log update
2018-05-23 14:58:44 +01:00
Richard Davey
b6768f8a0f
Added contributor
2018-05-22 23:23:01 +01:00
Richard Davey
8aa116ca4b
The dragend
event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686
2018-05-22 21:24:50 +01:00
Richard Davey
de8462efed
Added default values and tidied up docs a little
2018-05-22 16:19:18 +01:00
Richard Davey
a9cbf23b4e
Log update
2018-05-22 16:13:05 +01:00
Richard Davey
457ab68ef4
Container updated to use preDestroy and remove event hooks
2018-05-22 16:02:28 +01:00
Richard Davey
0b1d32b571
New registerFileType argument, new Global Plugin mapping and createEntry method
...
* PluginManager.registerFileType has a new property `addToScene` which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
* PluginManager.install has a new property `mapping`. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
* PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
2018-05-18 18:43:27 +01:00
Richard Davey
56888fd5db
Game will now auto-focus and prevent focus loss for the keyboard when clicking away and back again
...
* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
2018-05-18 17:37:45 +01:00
Richard Davey
7c28a7bd08
Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob, plus JSDocs completed.
2018-05-18 14:44:25 +01:00
Richard Davey
9429a28574
The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643
2018-05-18 13:16:17 +01:00
Richard Davey
ef2b8d68b6
setInteractive now works on non-zero sized Containers. Sorting fixed.
2018-05-18 12:48:12 +01:00
Richard Davey
919676ae10
PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668
2018-05-17 12:16:14 +01:00
Richard Davey
b4f371edc5
Preparing for 3.9 dev
2018-05-16 22:05:25 +01:00
Richard Davey
0d0846a415
Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this.
2018-05-16 15:17:08 +01:00
Richard Davey
dfc3cb92c0
3.8.0 Release
2018-05-16 15:08:01 +01:00
Richard Davey
26faa58ad7
Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a getBounds
on a nested container to fail. Fix #3624
2018-05-15 16:23:33 +01:00
Richard Davey
5b0cb0faf3
All Game Objects have a new method setRandomPosition
which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size.
2018-05-15 15:58:53 +01:00
Richard Davey
2f4358fed4
The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events
2018-05-15 15:57:26 +01:00
Richard Davey
9500a6ee32
When calling generateFrameNames
to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data
2018-05-15 15:34:57 +01:00
Richard Davey
6ef465a734
Animation.yoyo was ignored when calculating the next frame to advance to, breaking the yoyo effect. It now yoyos properly
2018-05-15 09:40:22 +01:00
Richard Davey
f410dc3d88
The Headless renderer was broken due to an invalid access during TextureSource.init.
2018-05-15 08:51:54 +01:00
Richard Davey
bdf9f5ce60
Utils.Array.BringToTop failed to move the penultimate item in an array due to an index error. Fix #3658
2018-05-15 08:45:39 +01:00
Richard Davey
4741ee02b1
Updated docs and lint fixes
2018-05-11 18:55:44 +01:00
Richard Davey
2f4c52b7e4
Remapped EventEmitter correctly to Phaser.Events.EventEmitter
2018-05-11 14:05:34 +01:00
Richard Davey
0a46c13f4c
Working through new plugin structure
2018-05-11 01:50:37 +01:00
Richard Davey
11cbf0cf8d
Marked the children parameter as optional. Fix #3657
2018-05-10 23:32:46 +01:00
Richard Davey
cc9d3160b1
Update type
2018-05-10 13:07:49 +01:00
Richard Davey
7a4b29872e
Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653
2018-05-10 12:25:33 +01:00
Richard Davey
835bc37e32
Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls setTexture2D
if the bob sourceIndex has changed, previously it called it for every single bob.
2018-05-09 15:13:06 +01:00
Richard Davey
056e74d6dc
Added compression object for future texture compression support.
2018-05-09 13:46:19 +01:00
Richard Davey
6350976329
Updated change log
2018-05-09 13:02:31 +01:00
Richard Davey
89329a2315
Added getMaxTextures and getMaxTextureSize methods
2018-05-09 12:12:16 +01:00
Richard Davey
d90e012898
Preparing for 3.8.0
2018-05-09 11:23:41 +01:00
Richard Davey
7788602518
3.7.1 Release
2018-05-08 23:47:33 +01:00
Richard Davey
57918bb50f
Removed the need for raw-loader
in webpack. Shaders now build to standard JS files. Removed fs requirement.
2018-05-08 23:04:57 +01:00
Richard Davey
ec3bd4c729
The WebAudioSoundManager will now listen for 'click' events on the document body, as well as touch events, before resuming the AudioContext.
2018-05-08 16:51:43 +01:00
Richard Davey
672a535d88
Added disableInteractive and removeInteractive methods. #3621
2018-05-08 16:15:50 +01:00
Richard Davey
cfef9c97aa
Updated change log
2018-05-08 13:16:59 +01:00
Richard Davey
560b0ca84b
Binary files have a new optional dataType
property to cast the data to upon load.
2018-05-08 01:12:41 +01:00
Richard Davey
ad6c08a4d0
Preparing for 3.7 release next week
2018-05-04 18:57:34 +01:00
Richard Davey
7c53e13e81
Finished jsdocs
2018-05-04 18:50:10 +01:00
Richard Davey
8e7df2a234
You can now set the X-Requested-With
header in the XHR requests by specifying it in your XHRSettings config, either in the game, scene or file configs.
2018-05-04 17:33:48 +01:00
Richard Davey
8b574f271f
Loader.enableParallel has been removed. If you don't want parallel file loads then set the maximum parallel limit to 1. Related to this, the Game Config loaderEnableParallel
property has been removed.
2018-05-04 17:13:27 +01:00
Richard Davey
faef3449f5
Added jsdocs
2018-05-04 16:00:02 +01:00
Richard Davey
6d83cae2dc
The Texture class has a new method getDataSourceImage
which will return the raw image data of the data source.
2018-05-04 14:33:02 +01:00
Richard Davey
97dd683ea1
The Forward Diffuse Light Pipeline was hard coded to assume the normal map would be stored in the source index zero. It now correctly obtains the normal map from the frame source index, which means all Game Objects that used frames from multi-atlas textures will now work with lights properly.
2018-05-04 14:31:19 +01:00
Richard Davey
82591113bd
Updated change log
2018-05-04 02:36:53 +01:00
Richard Davey
107ca71d6b
BitmapText, both static and dynamic, can now take any data-type, including numbers, for the text
argument in the constructor. Before they only worked via setText
2018-05-03 15:52:12 +01:00
Richard Davey
ab303f0f1f
Updated change log
2018-05-03 00:36:37 +01:00
Richard Davey
28251fd0f5
addToScene
added to all Game Object Creators
2018-05-02 10:57:26 +01:00
Richard Davey
a14ce15685
Fixed setActive and setVisible
2018-05-01 12:35:56 +01:00
Richard Davey
e1532b3154
The Scene Systems will emit a ready
event when it has fully finished starting up and all plugins are available. Fix #3636
2018-05-01 12:22:18 +01:00
Richard Davey
5d3c06d8b7
ScenePlugin.getIndex will return the index of the given Scene in the Scene List.
2018-05-01 01:23:19 +01:00
Richard Davey
63dbd9fd12
The Animation Component setProgress
method was setting the frame on the wrong object. Fix #3633
2018-04-30 12:37:50 +01:00
Richard Davey
fbb6143f81
Updated change log
2018-04-30 12:28:33 +01:00
Richard Davey
9a974514ff
Added new LinkFile class and updated other file types to use it.
2018-04-27 18:44:12 +01:00
Richard Davey
ef136f684d
Polygon.setTo would fail if given an array of arrays as a list of points. Fix #3619
2018-04-26 15:55:27 +01:00
Richard Davey
65c54f4b8d
Array.AddAt would fail if it branched to the fast-path within a Container due to an invalid property. Fix #3617
2018-04-26 15:44:56 +01:00
Richard Davey
b421499b89
Updated log
2018-04-26 13:05:57 +01:00
Richard Davey
b4ddfe3181
Updated log
2018-04-26 13:05:00 +01:00
Richard Davey
103e0c8727
Updated RandomDataGenerator.shuffle to remove several internal calls as min is always zero
2018-04-26 13:02:13 +01:00
Richard Davey
038bbcc7bc
Fixed the remaining file types.
2018-04-25 23:16:17 +01:00
Richard Davey
d258fc30e9
Change log udpated
2018-04-25 17:16:46 +01:00
Richard Davey
8bdeb69716
Updated change log
2018-04-23 23:53:04 +01:00
Richard Davey
6c3ed1e455
Updated change log
2018-04-23 23:47:14 +01:00
Richard Davey
ced2d34b34
BitmapMask and GeometryMask both have new destroy
methods which clear their references, freeing them for gc.
2018-04-23 00:13:04 +01:00
Richard Davey
a7651349f0
Updated change log
2018-04-22 23:10:14 +01:00
Richard Davey
445439e253
The Texture Manager will now emit an addtexture
event whenever you add a new texture to it, which includes when you load images files from the Loader (as it automatically populates the Texture Manager). Once you receive an addtexture
event you know the image is loaded and the texture is safe to be applied to a Game Object.
2018-04-20 18:57:23 +01:00
Richard Davey
1185586b23
Web Audio context.close now picks up the Promise.
2018-04-20 14:01:57 +01:00
Richard Davey
e3aa437340
DataManagerPlugin would throw an error on Game.destroy if you had any Scenes in the Scene Manager had not been run. Fix #3596
2018-04-20 13:34:45 +01:00
Richard Davey
4018d6ab39
Added require.extensions and eslint rule. Fix #3598
2018-04-20 01:10:04 +01:00
Richard Davey
6299019838
Updated to use typeof DefinePlugin check.
2018-04-20 00:23:24 +01:00
Richard Davey
fc4fdc4e3c
Preparing for 3.6.1
2018-04-19 22:47:10 +01:00
Richard Davey
75b250ba5b
3.6.0 Release
2018-04-19 14:45:54 +01:00
Richard Davey
cfc4528370
Containers no longer in beta.
2018-04-19 14:35:17 +01:00
Richard Davey
305ffdf840
Updated change log
2018-04-19 14:28:22 +01:00
Richard Davey
3d0be3e20c
Group.remove and clear have optional destroyChild
arguments
2018-04-19 14:13:46 +01:00
Richard Davey
176b085402
jsdoc fix
2018-04-19 13:28:10 +01:00
Richard Davey
f2c629c588
Updated change log
2018-04-18 22:46:49 +01:00
Richard Davey
f57ab02fe6
Recoded how RTree generations its functions. Solves perf issue introduced in 3.4 Fix #3594
2018-04-18 22:32:52 +01:00
Richard Davey
c391662faa
Updated log and changed version
2018-04-18 13:29:15 +01:00
Richard Davey
6772a548dc
Preparing for 3.6.0
2018-04-17 20:55:47 +01:00
Richard Davey
765730c4b6
3.5.1 Release
2018-04-17 20:51:31 +01:00
Richard Davey
152a01731b
Updated log
2018-04-17 18:17:50 +01:00
Richard Davey
89c9da54ac
Added more contributors
2018-04-17 17:04:43 +01:00
Richard Davey
8eef87b858
Log update
2018-04-17 16:00:02 +01:00
Richard Davey
d8c519c88c
Updated change log
2018-04-17 02:37:56 +01:00
Richard Davey
07a55e5d1f
Removed debug call and merged Scene Systems boot and start sequences. Fix #3579
2018-04-17 02:34:07 +01:00
Richard Davey
1eff0b2889
Phaser 3.5.0 Build
2018-04-16 19:44:39 +01:00
Richard Davey
5ccac599a6
Updated docs and destroy properties
2018-04-16 17:14:12 +01:00
Richard Davey
b28a7276f4
Fixed Game.destroy
2018-04-16 17:02:32 +01:00
Richard Davey
c37c6365d3
The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576
2018-04-16 16:07:52 +01:00
Richard Davey
ccb2ed5f50
Updated change log
2018-04-15 23:45:59 +01:00
Richard Davey
ccf72228e3
Updated change log
2018-04-15 23:34:01 +01:00
Richard Davey
e8d50a9796
Explained changes to cameras
2018-04-15 13:00:43 +01:00
Richard Davey
ce7d67297f
Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions
2018-04-15 12:44:47 +01:00
Richard Davey
02be81cc48
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-04-15 05:05:09 +01:00
Richard Davey
ae603240e1
Camera.cullHitTest has been removed. It was never used internally and duplicates the code in Camera.cull
.
2018-04-15 04:01:39 +01:00
Pavle Goloskokovic
8b2473104e
Fixes #3309
2018-04-14 19:04:50 +02:00
Richard Davey
06e5fc0336
Camera extends Event Emitter and moved to effect based system
2018-04-14 12:35:14 +01:00
Richard Davey
b5ba6a6afb
Added enabled property
2018-04-14 04:23:11 +01:00
Richard Davey
a01535ea78
Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group.
2018-04-13 17:59:29 +01:00
Richard Davey
f53430ec54
Log update
2018-04-13 17:52:28 +01:00
Richard Davey
7aad8afa02
Log update
2018-04-13 17:21:34 +01:00
Richard Davey
59bc9dd0d9
Added GameObject.ignoreDestroy
2018-04-13 17:20:46 +01:00
Richard Davey
6b2307594a
Scene plugin flow overhaul
...
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
c8bbea552d
Fixed issue in HTMLAudioSound where mute
would get into a recursive loop.
2018-04-13 12:53:03 +01:00
Richard Davey
623df29522
The Scene Manager would never reach an isBooted
state if you didn't add any Scenes into the Game Config. Fix #3553
2018-04-13 12:24:02 +01:00
Richard Davey
a193210171
Log update
2018-04-13 12:16:21 +01:00
Richard Davey
e99f2e78e4
Updated log
2018-04-13 12:10:03 +01:00
Richard Davey
8afa6c9c7f
MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562
2018-04-13 12:07:27 +01:00
Richard Davey
9774b6ee37
Updated change log
2018-04-12 23:12:34 +01:00
Richard Davey
1802f8b30b
GetBounds getTopLeft
, getTopRight
, getBottomLeft
and getBottomRight
all have a new optional argument includeParent
which will factor in all ancestor transforms to the returned point.
2018-04-12 17:42:16 +01:00