Commit graph

11655 commits

Author SHA1 Message Date
Richard Davey
ce12d63d01 The Tilemap.destroyLayer method would throw an error "TypeError: layer.destroy is not a function". It now correctly destroys the TilemapLayer. Fix #6268 2022-11-17 14:34:46 +00:00
Richard Davey
759599e4d1 MapData and ObjectLayer will now enforce that the Tilemap.objects property is always an array. Sometimes Tiled willl set it to be a blank object in the JSON data. This fix makes sure it is always an array. Fix #6139 2022-11-17 14:28:23 +00:00
Richard Davey
05845c6ee0 The ParseJSONTiled function will now run a DeepCopy on the source Tiled JSON, which prevents object mutation, fixing an issue where Tiled Object Layer names would be duplicated if used across multiple Tilemap instances. Fix #6212 2022-11-17 14:17:58 +00:00
Richard Davey
2f720246ab Reset the buffer and textures on rebind. 2022-11-15 21:54:43 +00:00
Richard Davey
6220d9b18d Fake this flag to allow Bobs to get a physics body. Fix #6284 2022-11-14 21:41:37 +00:00
Richard Davey
11def7bf38 Added addMultiple and removed ability from add and chain to pass in arrays of configs 2022-11-14 17:04:05 +00:00
Richard Davey
c5e10cd3f1 Fix #6052 2022-11-10 22:14:18 +00:00
Richard Davey
cfc8e4df3d Preparing for Beta 15 2022-11-10 16:21:07 +00:00
Richard Davey
064e8a3ec2 Fixed type issues 2022-11-10 16:05:20 +00:00
Richard Davey
c546a38ae2 Updated jsdocs 2022-11-10 15:10:50 +00:00
Richard Davey
465bf07334 The GameObjects.Components.Mask.createBitmapMask method can now accept the x, y, texture and frame parameters new to the BitmapMask constructor. 2022-11-10 15:09:27 +00:00
Richard Davey
b457e42a2f The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086 2022-11-09 18:18:35 +00:00
Richard Davey
6b9872fb33 The method Color.setFromHSV would not change the members h, s and v, only the RGB properties. It now correctly updates them both. Fix #6276 2022-11-09 16:30:38 +00:00
Richard Davey
778b3e7f52 Allow key presses during pre-create stage 2022-11-08 23:32:58 +00:00
Richard Davey
987e769b6b Scenes.Systems.canInput is a new internal method that determines if a Scene can receive Input events, or not. This is now used by the InputPlugin instead of the previous isActive test. This allows a Scene to emit and handle input events even when it is running init or preload. Previously, it could only do this after create had finished running. Fix #6123 2022-11-08 23:21:33 +00:00
Richard Davey
b182557d03 Added canInput method 2022-11-08 23:21:25 +00:00
Richard Davey
6943989f46 The BitmapText Game Object has two new read-only properties displayWidth and displayHeight. This allows the BitmapText to correctly use the GetBounds component.
The `BitmapText` Game Object now has the `GetBounds` component added to it, meaning you can now correctly get its dimensions as part of a Container. Fix #6237
2022-11-08 18:42:05 +00:00
Richard Davey
3b57593e47 When calling GameObject.getPostPipeline and passing in a string for the pipeline name it would error with 'Uncaught TypeError: Right-hand side of 'instanceof' is not an object'. This is now handled correctly internally 2022-11-08 18:10:16 +00:00
Richard Davey
6bde2f2706
Merge pull request #6273 from samme/patch-17
Docs: correct example code in FILE_KEY_COMPLETE
2022-11-08 18:04:22 +00:00
Richard Davey
ed5759b846 Improve jsdocs and restrict Tween.updateTo to active Tweens only. Fix #6009 2022-11-08 18:03:33 +00:00
Richard Davey
70fff93516 Reset TD on loop 2022-11-06 22:00:56 +00:00
Richard Davey
d7a15e92a6 Added activeBuffer and activeTextures check to avoid gl ops 2022-11-03 22:05:18 +00:00
Richard Davey
2d81a4a50e Reverting to forloop shader 2022-11-03 22:04:58 +00:00
Richard Davey
528e32a18a Reverting to forloop approach 2022-11-03 22:04:44 +00:00
Richard Davey
65e8dcbb6b Fix conditional check 2022-11-03 18:45:11 +00:00
Richard Davey
4e4218ea73 Add missing parameter 2022-11-03 18:45:03 +00:00
Richard Davey
6724cc6e91 texture can be a string, or a string in the properties block 2022-11-03 18:44:54 +00:00
Richard Davey
2a8250ef60 Modified return types to 'this' 2022-11-03 16:03:51 +00:00
Richard Davey
8ea3e09307 Removed global functions and tidied up 2022-11-03 15:22:50 +00:00
Richard Davey
2ca2bd5535 Added setStateFromEnd, setStateFromStart, reset and onRepeat 2022-11-03 15:22:37 +00:00
Richard Davey
4d4f3aeadc reset should return this 2022-11-03 15:22:10 +00:00
Richard Davey
755517f80b Removed init method - let's just call reset directly 2022-11-03 15:22:02 +00:00
Richard Davey
ce1cc86185 Add isSeeking parameter 2022-11-03 14:26:38 +00:00
Richard Davey
1ca43444f4 Only reset property if seeking 2022-11-03 14:26:30 +00:00
Richard Davey
9f0baeaab7 Update TweenManager.js 2022-11-03 13:24:51 +00:00
Richard Davey
b9004eff67 Made getValue more bullet proof 2022-11-03 13:24:48 +00:00
Richard Davey
e921c61b39 Improved jsdocs and removed this.delta property as we don't need to store it internally 2022-11-03 13:17:39 +00:00
Richard Davey
36c65618d7 Safer seek loop 2022-11-03 12:56:58 +00:00
Richard Davey
b7a109bd26 Updated docs to remove frame reference and add clarity 2022-11-03 12:45:10 +00:00
Richard Davey
fc007d39ef Updated docs and seeking 2022-11-02 19:00:16 +00:00
Richard Davey
57a49934af Use reset now 2022-11-02 19:00:08 +00:00
Richard Davey
a679efe03f Use MAX const 2022-11-02 18:03:07 +00:00
Richard Davey
2daa8c9853 New reset and seek methods 2022-11-02 18:03:01 +00:00
Richard Davey
9f89de4594 New reset method that fully resets this TweenData 2022-11-02 18:02:52 +00:00
Richard Davey
a7827ba52e Use MAX const 2022-11-02 18:02:28 +00:00
Richard Davey
3f0a466a8d Added MAX const 2022-11-02 18:02:18 +00:00
Richard Davey
59b0ca98bf Added isInfinite and redid seek handling. Added forward and rewind. 2022-11-02 13:35:30 +00:00
Richard Davey
3d9ac51338 Clamp the progress between 0 and 1 2022-11-02 13:34:55 +00:00
samme
0ba6261eff
Docs: correct example code in FILE_KEY_COMPLETE
AtlasJSONFile type is `atlasjson`
2022-11-01 20:16:10 -07:00
Richard Davey
3b50fa65d6 WebGLSnapshot will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this. 2022-10-31 22:47:14 +00:00