Commit graph

14832 commits

Author SHA1 Message Date
Richard Davey
e6cfacb3a4 Update CHANGELOG.md 2020-09-02 22:27:43 +01:00
Richard Davey
cf17dbe7e9 Previously, the easeParams array within a Tweens props object, or a multi-object tween, were ignored and it was only used if set on the root Tween object. It will now work correctly set at any depth. Fix #4292 2020-09-02 22:27:40 +01:00
Richard Davey
cff035f596 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-09-02 21:52:39 +01:00
Richard Davey
97c31b71af Update CHANGELOG.md 2020-09-02 21:52:37 +01:00
Richard Davey
5e9b629a97
Merge pull request #5284 from samme/feature/scene-resume-wake-reset-keys
Reset keys when scene sleeps or pauses
2020-09-02 21:50:42 +01:00
Richard Davey
070fc70fe7 Lint fix 2020-09-02 18:07:21 +01:00
Richard Davey
05c4a3304f Update CHANGELOG.md 2020-09-02 18:01:31 +01:00
Richard Davey
e01f310d16 Added new properties, support for config playback and better delayed handling 2020-09-02 17:56:09 +01:00
Richard Davey
a2f0c2e7e3 Added getTotalFrames and calculateDuration methods. 2020-09-02 17:43:44 +01:00
Richard Davey
90fbb0f13d Updated jsdocs for play to show it can take the new config 2020-09-02 17:41:43 +01:00
Richard Davey
fe74eb70f7 Create PlayAnimationConfig.js 2020-09-02 17:41:23 +01:00
Richard Davey
f58f94ecf6 Formatting 2020-09-02 14:42:26 +01:00
Richard Davey
ace0ee7bab Fixed JSDoc event names 2020-09-02 12:34:58 +01:00
Richard Davey
6e181eda5b Update CHANGELOG.md 2020-09-02 12:24:29 +01:00
Richard Davey
8f8a90bedd Utils.Array.StableSort has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace function has been removed, just call StableSort(array) directly now. All classes that used StableSort.inplace have been updated to call it directly. 2020-09-02 12:24:27 +01:00
Richard Davey
27fd496e8f Updated to stablesort 0.1.8 and recoded to fit our style. Removed inplace static function. 2020-09-02 12:21:36 +01:00
Richard Davey
0d934c730e Every single Tilemap.Component function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system. 2020-09-02 11:54:24 +01:00
Richard Davey
09f11b84e6 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-09-02 11:14:47 +01:00
Richard Davey
a12fb3e93f Update CHANGELOG.md 2020-09-02 11:14:42 +01:00
Richard Davey
2980a416c9
Merge pull request #5278 from samme/fix/arcade-body-resetFlags
Reset flags when resetting an Arcade Body
2020-09-02 11:11:34 +01:00
samme
288d023bab Reset keys when scene sleeps or pauses #5281 2020-09-01 12:42:57 -07:00
Richard Davey
5d565d1637 Update CHANGELOG.md 2020-09-01 20:28:45 +01:00
Richard Davey
07865a5823 Final set of namespace changes. Fix #5062 2020-09-01 20:28:42 +01:00
Richard Davey
9e2a8f4271 Update CHANGELOG.md 2020-09-01 18:56:04 +01:00
Richard Davey
d2cc809fdb Exported functions to namespace 2020-09-01 18:56:01 +01:00
Richard Davey
da3f9b22c3 Exposed on the main API namespace 2020-09-01 18:38:57 +01:00
Richard Davey
302a49863b Improved jsdocs 2020-09-01 18:38:44 +01:00
Richard Davey
5b96ade1c7 Types.GameObjects.Text.GetTextSizeObject 2020-09-01 18:38:35 +01:00
Richard Davey
4f825e20a1 Update CHANGELOG.md 2020-09-01 18:06:26 +01:00
Richard Davey
506426f706 The Color.HSVToRGB function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089 2020-09-01 18:06:23 +01:00
Richard Davey
9a2643852e Update CHANGELOG.md 2020-09-01 17:51:20 +01:00
Richard Davey
02ac6bcb7d If inputWindowEvents is set in the Game Config, then the MouseManager will now listen for the events on window.top instead of just window, which should help in situations where the pointer is released outside of an embedded iframe. Fix #4824 2020-09-01 17:51:17 +01:00
Richard Davey
4c353571ca Removed protected status 2020-09-01 17:44:07 +01:00
Richard Davey
7df102ccce Update CHANGELOG.md 2020-09-01 17:42:42 +01:00
Richard Davey
84a867c2ac ArcadePhysics.disableUpdate is a new method that will prevent the Arcade Physics World update method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
`ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
2020-09-01 17:42:38 +01:00
Richard Davey
d3778bb4bb ArcadeWorldConfig.customUpdate is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If true the World update will never be called, allowing you to call it yourself from your own component. Close #5190 2020-09-01 17:42:19 +01:00
Richard Davey
5c1b5c499a Update CHANGELOG.md 2020-09-01 17:00:19 +01:00
Richard Davey
18cdb5e618 The Animation.play and playReverse methods have a new optional parameter timeScale. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963 2020-09-01 17:00:16 +01:00
Richard Davey
8d02da00f2 Better conditional flow 2020-09-01 13:30:22 +01:00
Richard Davey
1406f23bd6 New dist debug builds 2020-09-01 13:06:07 +01:00
Richard Davey
4ffa1bdbc5 Update CHANGELOG.md 2020-09-01 13:05:57 +01:00
Richard Davey
d18e44d665 Fixed rebind order. Fix #5277 2020-09-01 13:05:54 +01:00
Richard Davey
6aef37572d WebGLRenderer.previousPipeline is a new property that is set during a call to clearPipeline and used during calls to rebindPipeline, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
The `WebGLRenderer.rebindPipeline` method has been changed slightly. Previously, you had to specify the `pipelineInstance`, but this is now optional. If you don't, it will use the new `previousPipeline` property instead. If not set, or none given, it will now return without throwing gl errors as well.
2020-09-01 13:05:31 +01:00
Richard Davey
4fef74ab87 Update CHANGELOG.md 2020-09-01 10:46:25 +01:00
Richard Davey
1fa91daa39 The Spine Plugin destroy method will now no longer remove the Game Objects from the Game Object Factory, or dispose of the Scene Renderer. This means when a Scene is destroyed, it will keep the Game Objects in the factory for other Scene's to use. Fix #5279
`SpinePlugin.gameDestroy` is a new method that is called if the Game instance emits a `destroy` event. It removes the Spine Game Objects from the factory and disposes of the Spine scene renderer.
2020-09-01 10:46:22 +01:00
samme
11c0520d36 Clear wasTouching when resetting body 2020-08-29 11:56:15 -07:00
Richard Davey
8f48d39934 Update CHANGELOG.md 2020-08-29 11:00:58 +01:00
Richard Davey
9451ac0285 Group.getMatching is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true) 2020-08-29 11:00:55 +01:00
samme
57ee895437 Reset flags during reset 2020-08-27 12:35:01 -07:00
Richard Davey
9277ccedd1 Update CHANGELOG.md 2020-08-26 13:57:10 +01:00