Chris Andrew
d8163439a1
Documented most of Vector3. Improved Vector2 documentation.
2018-05-23 12:15:16 +01:00
Chris Andrew
dca9f11f0f
Started documenting top-level Phaser.Math functions and classes.
2018-05-23 10:46:16 +01:00
Chris Andrew
5f3767f43d
Polished some DataManagerPlugin and EachActiveSoundCallback descriptions.
2018-05-23 08:18:49 +01:00
Chris Andrew
f95b35eae7
Finished off descriptions for Data, Plugins and Sound.
2018-05-23 08:09:24 +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
8c7468d27a
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-05-22 16:13:11 +01:00
Richard Davey
a9cbf23b4e
Log update
2018-05-22 16:13:05 +01:00
Richard Davey
1485f34cbe
Merge pull request #3682 from samme/feature/arcade-body-setters
...
Add `allowDrag`, `allowGravity`, `allowRotation` to Arcade.PhysicsGroup config
2018-05-22 16:12:39 +01:00
Richard Davey
65172a69a0
Merge pull request #3679 from KingCosmic/master
...
fixed #3646
2018-05-22 16:04:38 +01:00
Richard Davey
457ab68ef4
Container updated to use preDestroy and remove event hooks
2018-05-22 16:02:28 +01:00
Richard Davey
d629923e54
Blitter preDestroy will now clear the children List and renderList.
2018-05-22 16:02:13 +01:00
Richard Davey
b3ef36ed08
Added preDestroy callback
2018-05-22 15:59:23 +01:00
Richard Davey
660887f338
Group.destroy now respects the ignoreDestroy
property.
2018-05-22 15:59:10 +01:00
Richard Davey
2630c982b4
jsdoc fixes
2018-05-22 15:55:36 +01:00
Richard Davey
137f97b325
RenderTexture.destroy has been renamed to preDestroy
to take advantage of the preDestroy callback system.
2018-05-22 15:55:22 +01:00
Richard Davey
0893c158d1
Added jsdocs
2018-05-22 15:55:02 +01:00
Richard Davey
126ec196c1
TileSprite.destroy has been renamed to preDestroy
to take advantage of the preDestroy callback system.
2018-05-22 15:54:53 +01:00
Austyn Studdard
330e039763
fixed #3646
2018-05-19 13:36:42 -05:00
Austyn Studdard
60d35be269
revert
2018-05-19 13:33:04 -05:00
Austyn Studdard
50ce7feb87
fixed issue #3646
2018-05-19 11:46:43 -05:00
Richard Davey
c51742ad9f
New mapping property
2018-05-18 18:43:35 +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
cad3271164
lint fix
2018-05-18 17:43:12 +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
4c1703768d
Docs update
2018-05-18 17:37:20 +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
bfa2902304
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-05-18 13:16:21 +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
45a186978c
Merge pull request #3665 from samme/fix/collideHandler
...
Fix TypeError when colliding a group as the only argument
2018-05-18 12:55:49 +01:00
Richard Davey
f42b7c9d8e
Merge pull request #3672 from mikez/patch-1
...
jsdoc fixes
2018-05-18 12:54:15 +01:00
Richard Davey
ef2b8d68b6
setInteractive now works on non-zero sized Containers. Sorting fixed.
2018-05-18 12:48:12 +01:00
Michael B
e322ed7916
jsdoc fixes
2018-05-18 02:56:32 +02:00
Richard Davey
32818ee9cd
jsdoc fixes
2018-05-17 15:10:23 +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
1bd0b4cb85
Added new npm run help
script
2018-05-17 00:20:27 +01:00
Richard Davey
b4f371edc5
Preparing for 3.9 dev
2018-05-16 22:05:25 +01:00
samme
24efda7aca
Add allowDrag
, allowGravity
, allowRotation
to PhysicsGroup config
2018-05-16 10:36:23 -07:00
Richard Davey
62c458d90e
New 3.8 build files
2018-05-16 15:17:51 +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
66810f9649
Added fixed core build and updated AP config
2018-05-16 14:53:15 +01:00
Richard Davey
9f7d3bf9ca
Allowed get
to return the class and added autoStart boolean
2018-05-16 14:35:45 +01:00
Richard Davey
5e667ec139
Fixed 'all frames' check
2018-05-16 14:35:30 +01:00
samme
06677c2cdc
Allow empty object2 in collideObjects
2018-05-15 13:11:31 -07:00
Richard Davey
984c90f0bc
Merge pull request #3659 from samme/fix/typescript-body
...
Correct JSDoc type for GameObject#body
2018-05-15 16:27:20 +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
samme
0bbffdc965
Correct JSDoc type for GameObject#body
2018-05-15 08:04:44 -07:00
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