photonstorm
f9a2c2a79e
PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
...
WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
2016-09-28 16:42:33 +01:00
photonstorm
e1370f3549
Ignore EarCut from jshint. Too many errors.
2016-09-28 15:40:30 +01:00
photonstorm
69db3632d6
PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on.
2016-09-28 15:10:43 +01:00
photonstorm
a2cd364db5
Removed AbstractFilter and its manifest entry.
2016-09-28 14:31:23 +01:00
photonstorm
347519d8cb
Removed as no longer used internally.
2016-09-28 14:30:25 +01:00
photonstorm
a8d1bbcfdc
PIXI.AbstractFilter has been merged into the Phaser.Filter class.All references to PIXI.AbstractFilter have been updated to use Phaser.Filter instead.
2016-09-28 14:30:15 +01:00
photonstorm
879bcffc88
Removed PIXI.Utils and remapped functions to their new locations.
2016-09-28 14:02:02 +01:00
photonstorm
b0f27b3f3c
Color.hexToRGBArray converts a hex color value to an [R, G, B] array.
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Color.RGBArrayToHex converts an RGB color array, in the format: [R, G, B], to a hex color value.
2016-09-28 13:57:29 +01:00
photonstorm
eda4961c06
Math.getNextPowerOfTwo will get the next power of two for the given value.
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Math.isPowerOfTwo will return a boolean if the given width and height are a power of two.
2016-09-28 13:48:08 +01:00
photonstorm
bffdb8fbc5
Moved the Canvas tests into the Phaser.Device class.
2016-09-28 13:39:30 +01:00
photonstorm
ae9460c80e
Docs fix.
2016-09-28 13:39:05 +01:00
photonstorm
2cf447c151
PIXI.EarCut has been moved into the Phaser utils
folder, and renamed to Phaser.EarCut
. All references to PIXI.EarCut have been updated to match the new namespace.
2016-09-28 13:38:59 +01:00
photonstorm
1e15012a91
PIXI.CanvasPool has been moved into the Phaser utils
folder, and renamed to Phaser.CanvasPool
. All references to PIXI.CanvasPool have been updated to match the new namespace.
2016-09-28 12:53:04 +01:00
photonstorm
508e5ae723
PIXI.TilingSprite has been removed, and all functionality merged in to Phaser.TileSprite, to cut down on the number of internal classes and inheritance going on.
2016-09-28 11:57:11 +01:00
Richard Davey
2005c9d86d
PIXI.RenderTexture has been removed, and all functionality merged in to Phaser.RenderTexture, to cut down on the number of internal classes and inheritance going on.
2016-09-28 01:40:29 +01:00
Richard Davey
0bfb52d159
Phaser.SpriteBatch was incorrectly applying the prototypes, causing the Sprite Batch render methods to be replaced by the normal DisplayObjectContainer ones, meaning nothing was really batched at all. This has now been fixed, and PIXI.SpriteBatch removed, as it's no longer required.
2016-09-28 00:43:19 +01:00
Felipe Alfonso
d5c9ab669e
Added global texture array
2016-09-27 20:43:00 -03:00
Richard Davey
1d7b54b7d4
Merged Sprite Batch updates.
2016-09-27 23:22:26 +01:00
Richard Davey
41ad0873d4
Fixing the Sprite Batch.
2016-09-27 23:20:38 +01:00
photonstorm
2d84ea8938
Removed SS in Atlas.
2016-09-27 14:27:12 +01:00
photonstorm
840d3669b0
Updated tutorial code so you can't bounce off stars.
2016-09-27 13:57:32 +01:00
Richard Davey
00abd388e8
Bumped version.
2016-09-27 02:00:40 +01:00
Richard Davey
1c415a0d7e
Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font ( #2614 )
2016-09-27 02:00:31 +01:00
Richard Davey
811c347cc3
Camera.fade has a new argument alpha
to control the alpha level of the effect (thanks @rgk #2493 )
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Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493 )
2016-09-27 01:07:40 +01:00
Richard Davey
2bc9c73838
The Video.playing property didn't check to see if the Video existed, and would throw the error Uncaught TypeError: Cannot read property 'paused' of null
if you called it after destroying the video (thanks @Tetley #2740 )
2016-09-26 23:35:41 +01:00
Richard Davey
0692bf01b5
If you called Video.changeSource, and then immediately called Video.play after it, it would fire the onComplete
event twice (thanks @jaraiza #2543 )
2016-09-26 23:28:41 +01:00
Richard Davey
f331697fee
Text.splitRegExp is a new property that allows you to control the regular expression that is used to split the text into multiple lines (@dai-shi #1403 )
2016-09-26 22:35:54 +01:00
Richard Davey
feb1b980c0
Text.width and Text.height now divide the result by the Text.resolution, to avoid incorrect dimensions on High DPI devices (thanks @mattahj #2146 )
2016-09-26 22:22:31 +01:00
Richard Davey
604da9ebc8
TS defs fix #2754
2016-09-26 21:28:43 +01:00
Richard Davey
a16e6e92ff
Tidying up the formatting #2760
2016-09-26 21:02:36 +01:00
Richard Davey
de56e37400
Merge pull request #2760 from JTronLabs/dev
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Phaser.Math.between fixes & added Phaser.Math.random
2016-09-26 20:55:05 +01:00
Richard Davey
53de7c20f0
Small code tidy + TS defs for #2763
2016-09-26 20:49:35 +01:00
Richard Davey
bb452e2b4e
Merge pull request #2763 from arefiev/skip-frames-in-spritesheets
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Add a parameter to load.spritesheet which tells it how many frames to…
2016-09-26 20:44:17 +01:00
Kevin Albertson
a512763508
Fixed fixedToCamera update for Group.
2016-09-25 22:39:59 -04:00
Richard Davey
4cc18e2df4
Phaser 3.0.0 Beta 1 release.
2016-09-21 23:22:08 +01:00
Richard Davey
31592b98f1
The P2 Physics library has been updated to 0.7.1. This is still quite out of date, but as soon as they release their latest build (hopefully soon) we'll update to that.
2016-09-21 23:16:14 +01:00
Richard Davey
665f126461
Updated docs and defs.
2016-09-21 23:10:46 +01:00
Richard Davey
0d1d4f048f
Updated docs.
2016-09-21 23:08:48 +01:00
Richard Davey
cfb2f73813
Removed un-used property.
2016-09-21 23:00:20 +01:00
Richard Davey
fb1ea7a01e
Updated documentation.
2016-09-21 22:59:20 +01:00
Richard Davey
6aff35b5fd
Frame.rotationDirection
has been removed. It isn't needed, as modern texture packers only rotate 90 degrees clockwise anyway, and Phaser only supports this rotation direction.
2016-09-21 22:53:30 +01:00
Richard Davey
5cf3fcccbc
Fixed CanvasTinter for rotated texture frames.
2016-09-21 22:47:05 +01:00
Felipe Alfonso
98e0fceac9
Moved transform for rotated texture clipping to a single transform. Added support for webgl rotated textures
2016-09-21 17:48:26 -03:00
Richard Davey
f3c5b7a0bc
TS defs update.
2016-09-20 02:03:00 +01:00
Richard Davey
6bd0ab6a8c
Updated jsdocs and jshint fixes.
2016-09-20 01:48:30 +01:00
Felipe Alfonso
2f3fc22b50
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2016-09-19 20:58:18 -03:00
Felipe Alfonso
702bc9b69f
fixed issues with conflict resolving
2016-09-19 20:54:06 -03:00
Richard Davey
3f4decd59e
First pass at adding rotated atlas frame support in to the Canvas renderer.
2016-09-20 00:53:00 +01:00
Felipe Alfonso
d0c23c15b5
Merge branch 'dev' into texture-compression-webgl
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Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-19 20:19:24 -03:00
Mikhail Arefiev
e3b8071d43
Add a parameter to load.spritesheet which tells it how many frames to skip. Good when you have huge PNGs with multiple spritesheets in each.
2016-09-20 01:50:11 +03:00
Richard Davey
4057412397
Updated array allocation.
2016-09-19 23:48:56 +01:00
Richard Davey
3924371aae
New property for batched textures.
2016-09-19 23:46:05 +01:00
Richard Davey
b0ce81bec0
Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI
, or you can pass the property multiTexture: true
in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
...
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
Richard Davey
6caec0d14d
Updated the pointer check code in the Device class, to get rid of the message Navigator.pointerEnabled is a non-standard API added for experiments only. It will be removed in near future.
in Chrome.
2016-09-19 23:10:42 +01:00
Richard Davey
e49151877b
jshint fixes.
2016-09-19 22:28:25 +01:00
Felipe Alfonso
c22f37818f
Fixed issue when initializing pixishader from filter manager
2016-09-19 18:17:51 -03:00
Felipe Alfonso
ca07b988a0
Merge branch 'renderer-updates' into texture-compression-webgl
2016-09-19 14:20:39 -03:00
Felipe Alfonso
840ea05bae
Fix that allows for using filters with multi texture. It'll still be disabled for filter textures and render targets (framebuffers)
2016-09-16 17:43:55 -03:00
Felipe Alfonso
0f63bfa210
Fixed problem with filters. If filters are used multi-texture batching support is dropped.
2016-09-15 17:25:46 -03:00
Felipe Alfonso
e67830fb13
wip fixing pixi's filter manager bug with multi-texture implementation
2016-09-15 16:53:34 -03:00
James Lowrey
ff75721507
minor docs fixes from last commit
2016-09-14 18:31:21 -07:00
James Lowrey
a6302cdd9a
fixed between() docs and updated it to accept negative numbers, default values, and auto-orders min/max parameters if they're input wrong. Added a random() function that does the same but returns floats instead of integers
2016-09-14 18:25:58 -07:00
Felipe Alfonso
b7a61200e0
Fixed framebuffer / FilterTexture issue when using multi texture batching
2016-09-14 17:13:08 -03:00
Felipe Alfonso
e99ab878fd
Fixing framebuffer src -> dst bug
2016-09-14 16:12:52 -03:00
Felipe Alfonso
34cb845ac8
Wip fixing filter issue with multitexture
2016-09-12 23:17:25 -03:00
Felipe Alfonso
c8f7761cc9
Added selection of multi texture for the rest of PIXI shaders
2016-09-12 19:00:29 -03:00
Felipe Alfonso
58f74ec16b
Merge branch 'dev' into multitexture-gl
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Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-08 19:51:25 -03:00
Felipe Alfonso
224c397622
Added dynamic shader selection if multi texture is enabled. If not it'll fallback to default pixi shader
2016-09-08 19:28:19 -03:00
Felipe Alfonso
4ecab8a912
Merge branch 'renderer-updates' into multitexture-gl
2016-09-08 19:21:26 -03:00
Felipe Alfonso
7350509f0b
by default multitexture is disabled
2016-09-08 19:17:59 -03:00
Felipe Alfonso
8a8e026ce3
Merge commit '314b0889750792fcfbe240296361e58db224ed91' into multitexture-gl
2016-09-08 16:13:10 -03:00
Richard Davey
c42c447bfb
Weapon.multiFire is a new property that allows you to set a Weapon as being allowed to call fire
as many times as you like, per game loop. This allows a single Weapon instance to fire multiple bullets.
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Weapon.fire has two new arguments: `offsetX` and `offsetY`. If the bullet is fired from a tracked Sprite or Pointer, or the `from` argument is set, this applies a horizontal and vertical offset from the launch position.
Weapon.fireOffset attempts to fire a single Bullet from a tracked Sprite or Pointer, but applies an offset to the position first. This is a shorter form of calling `Weapon.fire` and passing in the offset arguments.
Weapon.fireMany attempts to fire multiple bullets from the positions defined in the given array. If you provide a `from` argument, or if there is a tracked Sprite or Pointer, then the positions are treated as __offsets__ from the given objects position. If `from` is undefined, and there is no tracked object, then the bullets are fired from the given positions, as they exist in the world.
2016-09-08 01:42:19 +01:00
Richard Davey
8a78029e2b
Merge pull request #2728 from samme/issue-2720
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Add a hint for resizing Body of scaled Sprites
2016-09-07 23:27:34 +01:00
Richard Davey
1193bc7d47
Return null instead of false.
2016-09-07 23:25:37 +01:00
Richard Davey
f990e632f1
Tidying-up code style.
2016-09-07 23:23:47 +01:00
Richard Davey
c3b4590e29
Merge pull request #2731 from JTronLabs/dev
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Cleaned up commits from previous PR
2016-09-07 23:23:04 +01:00
Richard Davey
85fc05ec0b
Merge pull request #2729 from samme/line-fromSprite-center
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Use centerX, centerY in Phaser.Line#fromSprite
2016-09-07 23:16:01 +01:00
Richard Davey
07994c37a1
Merge pull request #2739 from samme/issue-2738
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Test for `camera.fx` before resetting
2016-09-07 23:12:00 +01:00
Alex Espinoza
e6cb910d6a
Remove use of non-existent begin variable and
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reference beginIndex instead
2016-09-05 23:30:43 -04:00
samme
b67073c62d
Test for camera.fx
before resetting
2016-09-04 11:18:08 -07:00
James
42ca43d98c
updated docs on Arcade body's setSize
2016-08-30 17:08:25 -05:00
James
99f0fb63bd
prevent crash if weapon's bullets have not yet been initialized before settting _bulletClass
2016-08-30 17:05:27 -05:00
James
639b9161f7
updated docs on weapon's setBulletBodyOffset
2016-08-30 17:03:10 -05:00
James
3c605285ee
updated weapon's fire() docs
2016-08-30 16:58:27 -05:00
samme
792ae127bf
Add a hint for resizing Body of scaled Sprites
2016-08-29 12:50:05 -07:00
samme
f6cdcc3878
Use centerX, centerY in Phaser.Line#fromSprite
2016-08-29 12:08:31 -07:00
Richard Davey
7f7a355686
Preparing for Phaser 3.0.0 dev.
2016-08-26 02:20:05 +01:00
Richard Davey
dd39f9ab08
Updated TS defs.
2016-08-26 01:24:15 +01:00
photonstorm
a84021679b
Tidied up how crop destroys itself.
2016-08-25 16:41:26 +01:00
photonstorm
94a0dbe547
Text.updateText now sets Text.dirty = false
, which stops Text objects from having updateText
called twice on them after creation.
2016-08-25 14:16:48 +01:00
photonstorm
19dbd8bba8
The Weapon.fireRateVariance property was never taken into account internally. It's now applied to the firing rate correctly (thanks @noseglid #2715 )
2016-08-25 13:31:43 +01:00
photonstorm
cbbb2cd97b
Created _rotatedPoint in the constructor, and tidied up code formatting to match the rest of Phaser #2672
2016-08-25 13:12:42 +01:00
Richard Davey
dfbdd59f33
Merge pull request #2672 from bobonthenet/master
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Weapon.Fire now tracks offset rotation
2016-08-25 13:06:31 +01:00
Richard Davey
d8cb40aa5e
Merge pull request #2700 from kjav/patch-2
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Fixed typo in TileSprite.js comment
2016-08-25 13:04:31 +01:00
photonstorm
ad0e4aca2e
Large batch of jshint fixes.
2016-08-25 13:03:41 +01:00
bobonthenet
7da5604500
Use this.rotatedPoint instead of a new object
2016-08-22 21:36:49 -04:00
samme
b05becf962
Correct docs:
...
* `angularAcceleration`, `angularDrag`, and `angularVelocity` are measured in degrees.
* `angle` describes `velocity` and is unrelated to angular motion
2016-08-22 12:05:12 -07:00
photonstorm
cbef6d6648
Formatting fix.
2016-08-22 18:38:40 +01:00
photonstorm
11b0436a26
Fixed Arcade Physics Circle body collision, after the #2654 change broke it unintentionally.
2016-08-22 16:23:22 +01:00
photonstorm
92fc28010b
Tidying up formatting.
2016-08-22 13:37:46 +01:00