Richard Davey
dfba4ae817
Extract pixel from correct location for a framebuffer
2019-07-14 16:00:35 +01:00
Richard Davey
15d7b9c6ef
Fixed jsdoc typos and added single pixel support
2019-07-14 13:56:44 +01:00
Richard Davey
99483f476c
Added new properties
2019-07-13 15:23:07 +01:00
Richard Davey
4d61aa8556
Added the new methods snapshot, snapshotArea and snapshotPixel
2019-07-13 15:21:13 +01:00
Richard Davey
285babaf8c
Added the new snapshotFramebuffer method
2019-07-13 15:20:57 +01:00
Richard Davey
d4b1a04beb
WebGLSnapshot can now grab from a framebuffer
2019-07-13 15:20:42 +01:00
Richard Davey
a737cf0de5
Corrected manager type.
2019-07-13 10:50:06 +01:00
Richard Davey
d432a64576
CanvasTexture
has been added to the Textures
namespace so it can be created without needing to import it. The correct way to create a CanvasTexture
is via the Texture Manager, but you can now do it directly if required. Fix #4651
2019-07-13 10:49:05 +01:00
Richard Davey
1fd4764e0e
Update Path.js
2019-07-11 15:17:43 +01:00
Richard Davey
c20ff295eb
Updated jsdocs
2019-07-11 15:14:40 +01:00
Hua
7134a1ef7b
Remove event hook of children when destroyChildren is false
2019-07-10 15:59:25 +08:00
Richard Davey
4f87c7d441
Updated docs and frame source checks
2019-07-08 15:24:12 +01:00
Richard Davey
131bf336ee
Update Pointers every frame, if not already updated.
2019-07-08 14:59:19 +01:00
Richard Davey
84522136d0
We can now use the locked
property and don't need to add to the movement values every frame. Fix #4611
2019-07-08 14:59:06 +01:00
Richard Davey
af37728e31
Added onPointerLockChange handler.
2019-07-08 13:29:50 +01:00
Richard Davey
254f3843e5
Added locked
property.
2019-07-08 13:29:39 +01:00
Richard Davey
c7e2fbb31c
Calling input.mouse.requestPointerLock()
will no longer throw an error about being unable to push to the Input Manager events queue. #4611
2019-07-08 13:27:46 +01:00
Richard Davey
f71920646c
Shader.uniforms
now uses Extend instead of Clone to perform a deep object copy, instead of a shallow one, avoiding multiple instances of the same shader sharing uniforms. Fix #4641
2019-07-08 13:03:39 +01:00
Richard Davey
5f13fe8c7c
Updated docs
2019-07-08 13:03:25 +01:00
Richard Davey
e012115df4
DynamicTilemapLayer.destroy
will now no longer run its destroy sequence again if it has already been run once. Fix #4634
2019-07-03 15:53:47 +01:00
Richard Davey
5416deaa54
The UpdateList.remove
method wouldn't flag the Game Object for removal properly if it was active. It now checks that the Game Object is in the current update list and hasn't already been inserted into the 'pending removal' list before flagging it. Fix #4544
2019-07-03 15:47:40 +01:00
Richard Davey
deca3c95a3
Calling Animation.setRepeat()
wouldn't reset the repeatCounter
properly, causing Sprite bound animation instances to fail to change their repeat rate. Fix #4553
2019-07-03 15:33:13 +01:00
Richard Davey
a8a7d45956
Removing a frame from a 2 frame animation would cause an error when a Sprite using that animation next tried to render. Fix #4621
2019-07-03 15:07:53 +01:00
Richard Davey
5106b2c935
Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155
2019-07-03 14:01:48 +01:00
Richard Davey
83e54cfb16
The Animation component will no longer start an animation on a Sprite if the animation doesn't exist. Previously it would throw an error saying "Unable to read the property getFirstTick of null".
2019-07-03 12:02:56 +01:00
Richard Davey
f18665cfa1
The Animation Manager will now emit a console warning if you try and play an animation on a Sprite that doesn't exist.
2019-07-03 12:02:46 +01:00
Richard Davey
47b1d755a7
Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX
or flipY
value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813
2019-07-03 11:11:25 +01:00
Richard Davey
0d8a9bb7ae
Fixed TextSyle typo. Fix #4630
2019-07-02 12:32:29 +01:00
Richard Davey
5a90e1f4ef
Merge pull request #4600 from ldd/fixDocs
...
Fix some JSDoc descriptions
2019-07-02 12:20:04 +01:00
Richard Davey
81497c5101
Merge pull request #4623 from samme/docs/scene-methods
...
New types for the optional scene methods
2019-07-02 12:19:13 +01:00
Richard Davey
0ddc307bfd
Merge pull request #4627 from samme/fix/createFromObjects
...
Fix unused scene argument in Tilemap#createFromObjects()
2019-07-02 12:18:01 +01:00
Richard Davey
e69a4f64de
Merge pull request #4628 from samme/fix/headless-clearRenderToTexture
...
Fix error destroying a scene in HEADLESS mode
2019-07-02 12:15:54 +01:00
Richard Davey
8288eeb899
Updated docs
2019-07-02 12:13:43 +01:00
Richard Davey
41a6592c1e
Swapped default state flag. Fix #4632
2019-07-02 12:13:34 +01:00
Richard Davey
d404a5d658
Update StaggerConfig.js
2019-07-01 17:10:38 +01:00
Richard Davey
77e830a557
Starting on docs
2019-07-01 14:56:56 +01:00
Richard Davey
52c0c85cb6
Fixed eased range grid stagger
2019-07-01 12:49:02 +01:00
Richard Davey
2b713b0038
Pre-calc the grid values
2019-07-01 12:19:05 +01:00
Richard Davey
95ad802c27
Getting Grid Range working
2019-06-30 16:59:58 +01:00
samme
0530fb2b56
Abort clearRenderToTexture() for missing renderer
2019-06-29 13:39:42 -07:00
samme
268d206e41
Fix scene arg in createFromObjects()
2019-06-29 12:13:15 -07:00
Richard Davey
2f60afe8f7
Finished all non-grid options, including proper ease, range and direction
2019-06-29 11:26:26 +01:00
Richard Davey
e81d21a4f3
Merge pull request #4626 from rexrainbow/master
...
Fix render offset issue
2019-06-28 19:38:01 +01:00
Richard Davey
adaa5893ea
Grid working properly with static value and range
2019-06-28 19:35:54 +01:00
Richard Davey
7222a53a23
Update StaggerBuilder.js
2019-06-28 18:08:32 +01:00
Richard Davey
bf592808f3
Use the TweenData.index property now. Much cleaner.
2019-06-28 18:08:26 +01:00
Richard Davey
58f076a125
TweenData now holds the target index and has a new signature
2019-06-28 18:02:18 +01:00
Richard Davey
496ac0f979
Supports ranged staggers
2019-06-28 17:42:34 +01:00
Richard Davey
5203be3189
More accurate types
2019-06-28 17:42:16 +01:00
Richard Davey
293c28b83c
LoadValue functions now take new arguments and updated types and docs
2019-06-28 17:42:03 +01:00
Richard Davey
4baf88b8d1
Updated comments
2019-06-28 17:20:57 +01:00
Rex
fa6eb360dc
Fix render offset issue
...
- Fix render offset issue
- Fix size issue when setting radius
2019-06-29 00:03:08 +08:00
Richard Davey
79b2048ae0
Fixed addBlendMode type. Fix #4625
2019-06-28 14:53:12 +01:00
Richard Davey
864c484856
'start', 'from' and 'ease' all working
2019-06-28 14:38:48 +01:00
Richard Davey
70368a8808
Removed commented-out code
2019-06-28 12:22:14 +01:00
Richard Davey
bafc771f85
Stagger function change
2019-06-28 12:22:05 +01:00
Richard Davey
594d75c26a
Much more flexible in allowing the ease string input format
2019-06-28 12:21:52 +01:00
Richard Davey
f792f13d7a
Added new quantity property to GroupCreateConfig
2019-06-28 11:14:59 +01:00
Richard Davey
422fbec238
Added this argument
2019-06-27 23:35:58 +01:00
samme
4ae2280dba
New types for the optional scene methods
2019-06-27 12:04:51 -07:00
Richard Davey
2d82eca8c5
Added start of StaggerBuilder
2019-06-27 17:14:39 +01:00
Richard Davey
d0f1e5ca28
Added new typedefs for getActive
2019-06-27 16:28:16 +01:00
Richard Davey
23d1c0e1c7
Now supports from
, to
and start
Tween config objects
2019-06-27 16:16:37 +01:00
Richard Davey
4f344efd22
Refactored the updateTweenData method so force start/end values, support getActive and use more local vars
2019-06-27 16:16:14 +01:00
Richard Davey
ea03f81ec1
Added new optional getActive function
2019-06-27 16:15:26 +01:00
Richard Davey
7b9b264146
Added dispatchTimelineEvent method and improved docs
2019-06-27 13:04:32 +01:00
Richard Davey
f7d2410a76
JSDoc fix
2019-06-27 13:04:14 +01:00
Richard Davey
cf51e1a551
Removed loopCounter value as it was incorrect
2019-06-27 13:04:07 +01:00
Richard Davey
f3200ec3d1
Added isSeeking
flag and consolidated all the event and callback handling into two methods.
2019-06-27 12:41:37 +01:00
Richard Davey
46b56c4d2b
All changes to Tween.state
are now set _before_ any events or callbacks, allowing you to modify the state of the Tween in those handlers
2019-06-27 12:02:45 +01:00
Richard Davey
9582a21d4f
Tween JSDocs complete
2019-06-27 11:50:24 +01:00
Richard Davey
34bf26592e
Fixed missing loop callback
2019-06-27 01:37:36 +01:00
Richard Davey
14a6864f21
If you called Scene.destroy
within a Game Object pointerdown
or pointerup
handler, it would cause the error "Cannot read property 'game' of null" if the event wasn't cancelled in your handler. It now checks if the manager is still there before accessing its property. Fix #4436
2019-06-27 01:13:27 +01:00
Richard Davey
aad9d38e13
You can now specify easeParams
for any custom easing function you wish to use. Fix #3826
2019-06-27 01:06:25 +01:00
Richard Davey
eeb02c69b4
Finished all the new Tween Events
2019-06-27 01:00:37 +01:00
Richard Davey
5e4e6ca49f
Tween.seek
has been rewritten so you can now seek to any point in the Tween, regardless of repeats, loops, delays and hold settings. Fix #4409
2019-06-26 23:17:52 +01:00
Richard Davey
bd99ff36d8
New onActive callback
2019-06-26 17:45:32 +01:00
Richard Davey
c1578012c0
Tween now extends EventEmitter
...
Also added startDelay, hasStarted and new onActive callback. onStart now only fires when the Tween actually starts tweening. Lots of debug stuff left to remove.
2019-06-26 17:45:01 +01:00
Richard Davey
c89fac2288
Adding new Tween events
2019-06-26 17:43:43 +01:00
Richard Davey
d97fb97cf6
Typo
2019-06-26 00:36:47 +01:00
Richard Davey
a79da485c3
Added glTexture property
2019-06-26 00:36:40 +01:00
Richard Davey
fc3c93b578
Added flipY argument
2019-06-26 00:35:42 +01:00
Richard Davey
c0d58ee69e
Better flip handling
2019-06-26 00:35:22 +01:00
Richard Davey
3bf3057da0
WebGLRenderer.setScissor
will default the drawingBufferHeight
if no argument is provided, stopping NaN scissor heights.
2019-06-25 23:03:57 +01:00
Richard Davey
356c57c07b
The Shader will no longer set uniforms if the values are null
, saving on GL ops.
2019-06-25 22:49:30 +01:00
Richard Davey
a61207b890
Math.ToXY
is a new mini function that will take a given index and return a Vector2 containing the x and y coordinates of that index within a grid.
2019-06-25 16:57:05 +01:00
Richard Davey
8ecab7a1a1
JSDocs fix
2019-06-25 16:56:56 +01:00
Richard Davey
280e0e2744
Abort filter checks if renderToTexture
2019-06-25 10:10:00 +01:00
Richard Davey
63ac456c45
Flag swap
2019-06-24 14:42:34 +01:00
Richard Davey
a3763d1468
Added setSampler2DBuffer
method and willRender
override.
2019-06-24 12:31:47 +01:00
Richard Davey
839e298c4e
Pointer.getDuration
would return a negative / static value on desktop, or NaN on mobile, because the base time wasn't being pulled in from the Input Manager properly. Fix #4612
2019-06-24 10:58:44 +01:00
Richard Davey
f323097714
Sprites need to flip the UV if the source is a GLTexture
2019-06-23 22:12:14 +01:00
Richard Davey
33e15dca48
Marked argument as optional. Fix #4607
2019-06-22 11:38:24 +01:00
Richard Davey
7fc6424c37
Merge pull request #4608 from rexrainbow/master
...
Set customHitArea to false if shape is not defined
2019-06-22 11:33:26 +01:00
Richard Davey
a83b59d860
Merge branch 'master' of https://github.com/photonstorm/phaser
2019-06-22 11:20:09 +01:00
Richard Davey
bb29aed88a
Matter.Factory.constraint
wouldn't allow a zero length constraint to be created due to a falsey check of the length argument. You can now set length to be any value, including zero, or leave it undefined to have it automatically calculated
2019-06-22 11:19:56 +01:00
Fabadiculous
255232dd2a
Fix bug where graphics methods were not renamed
2019-06-22 16:55:50 +10:00
Rex
16a038674f
Set customHitArea to false if shape is not defined
...
In setHitArea method, use setHitAreaFromTexture if shape is undefined. Suppose that it is not a case of `customHitArea`
2019-06-22 09:37:49 +08:00
Richard Davey
96f96a7258
Opps! Clear the texture :)
2019-06-21 17:20:15 +01:00
Richard Davey
9d94e35e91
If a GLTexture is given as a sampler2D it will extract the textureData from it correctly
2019-06-21 16:35:31 +01:00