Richard Davey
5f92b05fd7
Added game config keyboard capture flag for global preventDefault handling.
2018-11-12 22:22:12 +00:00
Richard Davey
d3b573a615
MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
2018-10-24 14:08:49 +01:00
Richard Davey
b73d0dd80c
Added jsdocs
2018-10-22 13:47:46 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
Richard Davey
99591f0d72
Added new Scale Manager config properties
2018-10-11 17:01:17 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
143957d24a
You can now set the maxLights
value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
2018-10-02 11:09:58 +01:00
samme
eaec923245
GameConfig docs
2018-09-27 15:37:54 -07:00
Richard Davey
82ddc031c7
Added new batch of jsdocs
2018-09-27 15:29:32 +01:00
Richard Davey
89b9f42f3e
Adding jsdocs
2018-09-24 23:20:43 +01:00
Richard Davey
c36a3b4057
Hopefully fix annoying TS error
2018-09-20 11:49:52 +01:00
Richard Davey
252ebe74fb
TS defs error
2018-09-11 13:51:09 +01:00
Richard Davey
b317dc3d30
Set autoResize to true for now. Fix #3928
2018-08-31 18:19:25 +01:00
Richard Davey
144cfaff8f
Previously the Input Manager would create a Touch handler unless the Game Config had input.touch
set to false
(the default was true). If no such property is set, it no longer defaults to true
and instead is set to whatever Device.input.touch
returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
2018-08-22 17:01:21 +01:00
Eirik S Korsnes
fe748e9dc7
- wrote dot-notated config properties as seperate typedefs
...
- add some missing properties
2018-08-12 12:19:48 +02:00
Christian Freitag
1909d73a0e
- Added initial type definitions for plugins property within game object
2018-08-07 21:38:28 +02:00
Richard Davey
8a9cfdf83b
Added properties and methods to Scale Manager ready for integration
2018-08-07 16:25:45 +01:00
Richard Davey
51163e6d4e
If you set window.FORCE_WEBGL
or window.FORCE_CANVAS
in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
2018-08-02 15:58:36 +01:00
samme
4c23359fd8
Pass data
value to global plugins
2018-07-23 10:51:00 -07:00
Richard Davey
c741469894
Added optional DOM Container parent and config values
2018-07-18 17:22:52 +01:00
Richard Davey
fe61cfe2d1
You can now set the WebGL batch size in the Game Config via the property batchSize
. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
2018-07-02 12:33:46 +01:00
Richard Davey
8c312090da
Solidified use of pixelArt mode
2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015
Unified use of roundPixels, antialias and pixelArt modes
2018-06-27 15:15:00 +01:00
Richard Davey
fa2e274f8d
New gamepad target config property
2018-06-06 23:03:27 +01:00
Richard Davey
521ea10db9
Moved active pointers total to game config
2018-05-30 00:33:01 +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
4741ee02b1
Updated docs and lint fixes
2018-05-11 18:55:44 +01:00
Richard Davey
4f2ef3f3ca
Fixed overwrite and split plugin types.
2018-05-11 16:01:11 +01:00
Richard Davey
e431cc33f9
Moved plugins file to DefaultPlugins and changed the namespace
2018-05-11 14:06:13 +01:00
Richard Davey
0a46c13f4c
Working through new plugin structure
2018-05-11 01:50:37 +01:00
Richard Davey
8ca79cdda4
Working on the plugin config setup
2018-05-10 17:15:25 +01:00
Richard Davey
d19a1f9a4f
Fixed config object
2018-05-10 12:42:08 +01:00
Richard Davey
7a4b29872e
Allow for custom canvas and context game config options. Game.context now set in WebGL mode. Allows WebGL2 contexts to be passed in. Fix #3653
2018-05-10 12:25:33 +01:00
Basile Desloges
fe03667ee5
Update JSDocs
...
- Update GameConfig to explicit the `render` subobject
- GameConfig#render.powerPreference is documented as string instead of boolean
- Add comments to the members of the `Config` object
2018-05-08 16:28:36 +02:00
Richard Davey
8b574f271f
Loader.enableParallel has been removed. If you don't want parallel file loads then set the maximum parallel limit to 1. Related to this, the Game Config loaderEnableParallel
property has been removed.
2018-05-04 17:13:27 +01:00
Richard Davey
8c51107718
Max Parallel Files limit raised from 4 to 32
2018-05-02 17:23:51 +01:00
Richard Davey
b3a20d475a
Removed null and updated log
2018-04-07 16:18:48 +01:00
Mark
e54e30ee0b
Added missing physics property to GameConfig
...
The typescript typings for GameConfig are missing the physics property, so I added it.
2018-04-05 17:26:08 -04:00
Dirk
d32af81411
UPDATED: JSdoc, changed properties marked with [?...] to just be [...]
2018-04-02 21:03:05 +10:00
orblazer
0d58832e5f
Fix types on Animations and Boot
2018-03-27 13:30:00 +02:00
orblazer
37b6fc5862
Fix many multiple types
2018-03-20 15:58:02 +01:00
orblazer
33e49a4416
Add callbacks on Boot, Actions and Create
2018-03-19 22:37:47 +01:00
orblazer
45158c2fbd
Update JSDoc on Animations and Boot
2018-03-19 18:13:33 +01:00
Richard Davey
fbec8f978c
You can now specify all of the renderer config options within a render
object in the config. If no render
object is found, it will scan the config object directly for the properties.
2018-03-16 13:22:52 +00:00
Richard Davey
1304e0066c
Correct config property
2018-03-16 13:10:41 +00:00
Richard Davey
66c40dda69
eslint fix
2018-03-16 12:30:39 +00:00
Richard Davey
dd4e00007f
Added antialias config value
2018-03-16 00:52:21 +00:00
Felipe Alfonso
2238a132e2
Context Creationg Config attributes are default to Khronos spec for webgl context creation
2018-03-15 19:55:52 -03:00
Richard Davey
36f5ca47a9
Added new config values
...
* Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default `false`).
* Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default `false`).
* Game.Config.powerPreference is now passed to the WebGL Renderer (default `default`).
* Game.Config.pixelArt is now passed to the WebGL Renderer as the antialias context property (default `false`).
2018-03-15 21:15:12 +00:00
Richard Davey
3a1a9ea700
If you set transparent
in the Game Config but didn't provide a backgroundColor
then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component.
2018-02-28 21:15:18 +00:00