Commit graph

8266 commits

Author SHA1 Message Date
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