Richard Davey
|
e0295e8521
|
Make use of GetCalcMatrix and remove texture related stuff
|
2020-11-02 22:40:12 +00:00 |
|
Richard Davey
|
881019e55d
|
No longer requires temp matrices
|
2020-11-02 22:39:42 +00:00 |
|
Richard Davey
|
47ec3d33c7
|
Remove texture setters
|
2020-11-02 16:20:22 +00:00 |
|
Richard Davey
|
60c834e2c8
|
Use the new Graphics Pipeline
|
2020-10-28 17:39:06 +00:00 |
|
Richard Davey
|
48d9eb6321
|
The GameObjects.Graphics.fillGradientStyle method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044
|
2020-10-16 18:08:31 +01:00 |
|
Richard Davey
|
f16e1c09f3
|
Lint fix
|
2020-09-23 12:39:21 +01:00 |
|
Richard Davey
|
e7926674b8
|
The Graphics WebGL Renderer will now default to pathOpen = true . This fixes issues under WebGL where, for example, adding an arc and calling strokePath , without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
|
2020-09-23 12:34:20 +01:00 |
|
Richard Davey
|
559127a53f
|
Graphics.strokeRoundedRect now issues moveTo commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955
|
2020-09-23 12:34:06 +01:00 |
|
Richard Davey
|
6a966e3f3b
|
Removed interpolationPercentage parameter from all render methods, as it has never been used.
|
2020-09-14 15:33:58 +01:00 |
|
Richard Davey
|
8d25510b61
|
GameObjects.GetCalcMatrix is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText (Static and Dynamic), Graphics , Mesh , Rope , Shader , Arc , Curve , Ellipse , Grid , IsoBox , IsoTriangle , Line , Polygon , Rectangle , Star and Triangle . This dramatically reduces the amount of duplicate code across the API.
|
2020-09-14 15:01:40 +01:00 |
|
Richard Davey
|
d198818d80
|
Game Objects now call the new Pipeline Manager methods directly
|
2020-09-09 13:05:18 +01:00 |
|
Richard Davey
|
0266c7f0a2
|
Updated docs #5231
|
2020-08-03 10:37:01 +01:00 |
|
Richard Davey
|
5db55a85d7
|
The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills.
|
2020-07-16 15:10:45 +01:00 |
|
Jason Kwok
|
494ddf431d
|
Fixed this return types for Phaser.GameObjects.Graphics
|
2020-01-26 21:01:00 +08:00 |
|
Richard Davey
|
ff65e69cd1
|
Changed copyright date to 2020
|
2020-01-15 12:07:09 +00:00 |
|
Richard Davey
|
4892cc7feb
|
The Graphics Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the element, rather than a quad alpha, which never worked for these objects.
|
2019-12-28 17:37:13 +00:00 |
|
Richard Davey
|
13180b9a9a
|
If you had a Graphics object in the display list immediately after an object with a Bitmap Mask it would throw an error Uncaught TypeError: Cannot set property 'TL' of undefined . Fix #4581
|
2019-06-11 17:58:57 +01:00 |
|
Richard Davey
|
2c8a5d3446
|
Renamed translate, rotate and scale to make them more explicit
|
2019-06-06 17:41:42 +01:00 |
|
Richard Davey
|
c91ed91ce3
|
License link update
|
2019-05-10 16:15:04 +01:00 |
|
Richard Davey
|
32b4e6b04e
|
Graphics Types
|
2019-05-09 11:55:40 +01:00 |
|
Richard Davey
|
14d16b3c06
|
Add temp matrix to Graphics to avoid sharing issue during mask rendering
|
2019-04-15 23:38:09 +01:00 |
|
Richard Davey
|
9b29001449
|
Defaults should be false for closePath , not true .
|
2019-04-08 13:53:08 +01:00 |
|
Richard Davey
|
19c0b47167
|
Removed Graphics.lineFxTo and moveFxTo and the associated commands.
|
2019-04-08 12:32:07 +01:00 |
|
Richard Davey
|
05fb7b28e0
|
Merge pull request #3979 from pixelpicosean/fix-graphics-fx-drawing
Fix graphics moveFxTo and lineFxTo not work
|
2019-04-08 12:18:09 +01:00 |
|
Richard Davey
|
f1e4ca58ed
|
strokePoints and fillPoints have no closePath argument.
|
2019-04-05 17:12:31 +01:00 |
|
Richard Davey
|
e7b1d086e7
|
Moving all of the typedefs to properly namespaced scopes, rather than globals
\o/ ~ "Someone, save me!"
|
2019-02-13 12:35:12 +00:00 |
|
Richard Davey
|
348306cafb
|
Lots more jsdoc fixes and new documentation
|
2019-01-31 14:47:50 +00:00 |
|
Richard Davey
|
4f6f6ee72f
|
Lots of jsdoc and type fixes
|
2019-01-31 12:19:01 +00:00 |
|
Richard Davey
|
91df0a4cb9
|
Fix pipeline reference
|
2019-01-28 16:40:24 +00:00 |
|
Richard Davey
|
aa341854c7
|
Happy New Year
|
2019-01-15 16:20:22 +00:00 |
|
Richard Davey
|
49c2868746
|
All default width/height values are now taken from the Scale Manager, not the Game Config
|
2019-01-11 15:57:57 +00:00 |
|
Richard Davey
|
b0df6892b5
|
The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
|
2018-11-27 13:54:59 +00:00 |
|
Richard Davey
|
a6ef139f20
|
Added fill method.
|
2018-11-19 11:10:27 +00:00 |
|
Richard Davey
|
51223c518a
|
Added Graphics.fill and Graphics.stroke
|
2018-11-19 11:09:53 +00:00 |
|
Richard Davey
|
0b3d54a198
|
Added jsdocs
|
2018-10-19 18:29:36 +01:00 |
|
Richard Davey
|
4c4421c47f
|
Docjam merge
|
2018-10-19 12:32:43 +01:00 |
|
Richard Davey
|
a0d3137f76
|
Shapes and Graphics now set textures correctly (after batch texture changes)
|
2018-10-12 15:09:21 +01:00 |
|
Richard Davey
|
4b1c762296
|
Updated @memberOf to @memberof
|
2018-10-10 10:49:13 +01:00 |
|
Richard Davey
|
d8fcde46c3
|
When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050
|
2018-09-27 14:16:22 +01:00 |
|
Richard Davey
|
dedc939fdd
|
initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified.
|
2018-09-05 11:19:02 +01:00 |
|
Richard Davey
|
dff9bdef9f
|
The Graphics Canvas Renderer will now automatically call beginPath on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames.
|
2018-09-04 23:33:38 +01:00 |
|
Richard Davey
|
78ffd41704
|
More specific includes
|
2018-09-03 13:12:37 +01:00 |
|
Sean Bohan
|
f406b68739
|
Fix graphics moveFxTo and lineFxTo not work
|
2018-08-25 08:19:23 +08:00 |
|
Richard Davey
|
5443f9cf5a
|
Fixed the way the arc overshoot works.
|
2018-08-23 12:31:55 +01:00 |
|
Richard Davey
|
f9e498353d
|
Fixed lack of TempMatrix for Graphics generateTexture
|
2018-08-06 16:19:30 +01:00 |
|
Richard Davey
|
708a857a26
|
SetTransform is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes.
|
2018-08-03 19:02:43 +01:00 |
|
Richard Davey
|
fc0dc13930
|
Removed use of currentBlendMode and currentAlpha
|
2018-08-03 01:53:51 +01:00 |
|
Richard Davey
|
9f44896a3f
|
The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
|
2018-08-03 01:29:18 +01:00 |
|
Richard Davey
|
1b5f084640
|
Added jsdoc
|
2018-08-03 00:34:21 +01:00 |
|
Richard Davey
|
66f6f9abc1
|
Removed un-used matrix
|
2018-08-02 22:14:23 +01:00 |
|