Javier García Álvarez
9d418eae73
Fixed jsdoc types to get TS definition intellisense.
2019-12-18 12:25:14 +01:00
Javier García Álvarez
e1d288a834
Add optional params to ParseFromAtlas doc
2019-12-18 12:22:30 +01:00
Javier García Álvarez
dbaf6f1f75
Fixed jsdocs @name to @method
2019-12-18 11:48:30 +01:00
Javier García Álvarez
718db273c2
Added doc for GameObjectFactory.register
and GameObjectFactory.remove
2019-12-18 11:32:29 +01:00
Javier García Álvarez
7576c824af
Fixed semicolon in updateList doc
2019-12-18 10:38:44 +01:00
Chris Andrew
15ac5e736a
#4903 Clarified z position documentation by linking to depth GO component.
2019-12-09 16:57:05 +00:00
Hua
3c4cf8834e
Don't add white space at last word of a line
2019-11-27 13:09:07 +08:00
Richard Davey
7650c5535f
BitmapText with a maxWidth
set wouldn't update the text correctly if it was modified post-creation. You can now update the text and/or width independantly and it'll update correctly. Fix #4881
2019-11-26 14:31:27 +00:00
Richard Davey
4a33c7b5c8
Don't reset text
2019-11-22 16:43:13 +00:00
Richard Davey
a7b3cd585d
Tidying up
2019-11-22 16:42:53 +00:00
Richard Davey
0d46c7107a
Fixed issue with carriage-returns not reflowing text
2019-11-22 16:42:43 +00:00
Richard Davey
4435791cc1
Updated to use current null approach
2019-11-22 13:54:07 +00:00
Richard Davey
28982fb7fc
Fixed word wrapping
2019-11-22 13:48:10 +00:00
Richard Davey
b297950875
Added wordWrapCharCode
2019-11-22 13:48:01 +00:00
Richard Davey
5b1401153c
Working through BitmapText wrapping
2019-11-21 17:11:43 +00:00
Richard Davey
ce2dbb7095
Merge pull request #4873 from samme/feature/group-type
...
Add `type` for Group, Arcade.Group, Arcade.StaticGroup
2019-11-20 21:54:10 +00:00
samme
8585541e15
Add type
for Group, PhysicsGroup, StaticPhysicsGroup
2019-11-20 11:53:38 -08:00
Richard Davey
3eafac9f4f
lint fixes
2019-11-19 13:02:05 +00:00
Richard Davey
c37058ef4b
When calling TileSprite.setTexture
or setFrame
, if the new frame size didn't match the old one, the new fill pattern would become distorted and the potWidth
and potHeight
values would be incorrect.
2019-11-19 11:49:54 +00:00
Richard Davey
b95a6a45bd
Fixed some JSDocs resulting from #4850
2019-11-19 11:23:19 +00:00
Richard Davey
4606f0b443
Merge pull request #4850 from rexrainbow/group-improvement
...
Add some action methods
2019-11-19 11:04:17 +00:00
Richard Davey
171ca39544
Merge pull request #4847 from rexrainbow/Action-of-scrollFactor
...
Add SetScrollFactor into Action and Group's createFromConfig
2019-11-19 10:55:16 +00:00
Richard Davey
e5f93738ca
Merge pull request #4807 from jcyuan/master
...
fix TS issues and fix the condition to check video support.
2019-11-19 10:49:09 +00:00
Richard Davey
1091d09d93
Video.destroy
has been renamed to Video.preDestroy
, so that it now destroys properly like all other Game Objects. Fix #4821
2019-11-18 22:20:08 +00:00
Richard Davey
9ff331e10e
Merge pull request #4829 from jsoref/spelling
...
Spelling
2019-11-18 21:47:26 +00:00
Richard Davey
50d9931c11
Added cached MIN/MAX SAFE INT for IE support #4833
2019-11-18 17:01:55 +00:00
Hua
f0c1d8f846
Add some action methods
2019-11-06 14:22:47 +08:00
Hua
53e9fd1465
Add SetScrollFactor into Action and Group's createFromConfig
2019-11-05 14:39:56 +08:00
Josh Soref
c0d92a56a7
spelling: will
2019-10-29 02:42:27 -04:00
Josh Soref
4a322dc7be
spelling: dynamic
2019-10-29 01:52:45 -04:00
Josh Soref
0b4a951cf5
spelling: discrepancies
2019-10-29 01:52:04 -04:00
J.C
9507ec7591
fix ts error, and update the output file.
2019-10-16 13:39:06 +08:00
Richard Davey
04bfe30255
Container.mask
wouldn't render in WebGL due to a change in the way child masks were handled. Container masking now works again as in 3.19. Fix #4803
2019-10-15 11:29:47 +01:00
Richard Davey
c37a3634c0
UpdateList.shutdown
wasn't removing the Scene Update event listener, causing actions to be multiplied on Scene restart (such as animation playback). Fix #4799
2019-10-15 11:18:36 +01:00
Richard Davey
28316ec4fe
Merged ProcessQueue docs
2019-10-11 18:53:11 +01:00
Richard Davey
c60530eedd
Removed commented-out code
2019-10-11 18:35:27 +01:00
Richard Davey
e8ac166ab2
Update UpdateList.js
2019-10-11 18:34:01 +01:00
Richard Davey
312797dc8e
JSDoc fixes
2019-10-11 18:29:55 +01:00
Richard Davey
39118a2778
Merge pull request #4700 from cristlee/master
...
add an optional textureData when initialize shader
2019-10-11 13:34:22 +01:00
Richard Davey
9656c9858c
Emit event after playback
2019-10-11 13:19:55 +01:00
Richard Davey
29f5acab15
Added all of the Video Events and completed the jsdocs
2019-10-11 12:26:24 +01:00
Richard Davey
0958df8592
Finished method jsdocs
2019-10-10 23:51:03 +01:00
Richard Davey
9b8bc99538
Lots of jsdocs added
2019-10-10 17:42:57 +01:00
Richard Davey
e3b4ec1b6f
Don't access currentTime if no video loaded
2019-10-10 14:26:19 +01:00
Richard Davey
dcdc219442
Added flipY support into saveTexture for use in shaders
2019-10-10 12:27:14 +01:00
Richard Davey
2fb190f023
changeSource works and loadURL works too
2019-10-09 17:42:51 +01:00
Richard Davey
bd7592a408
No URL in constructor
2019-10-09 17:42:37 +01:00
Richard Davey
bede5d29f0
Video source change now working
2019-10-09 15:31:37 +01:00
Richard Davey
e69c46d30e
Added snapshot methods.
2019-10-09 10:50:01 +01:00
Richard Davey
ed69ef6626
The GameObject.setTexture
method can now accept either a string, in which case it looks for the texture in the Texture Manager, or a Texture instance, in which case that instance is set as the Game Object's texture.
2019-10-09 10:49:37 +01:00
Richard Davey
226a0f87ea
Video seeking only updates texture when the seek is complete and added marker support
2019-10-09 10:17:15 +01:00
Richard Davey
35dfd2fb30
Fixed noAudio
2019-10-09 00:40:09 +01:00
Richard Davey
5b98d5737e
Non-Promise support + seeking texture update
2019-10-08 17:44:01 +01:00
Richard Davey
5b34726e64
Refactored how pause / resume / play works and texture updating, much cleaner and more resilient
2019-10-08 17:15:26 +01:00
Richard Davey
5ac4afb1f8
Getting autoplay working
2019-10-07 17:08:45 +01:00
Richard Davey
07a2a81263
grab and saveToTexture methods now work
2019-10-04 13:40:42 +01:00
Richard Davey
633af46f71
Removed snapshot and handled locked and unlocked playback
2019-10-04 13:14:32 +01:00
Richard Davey
3d31e27926
Don't render if there's no texture
2019-10-04 13:14:06 +01:00
Richard Davey
6b67862cb7
Finally resolved webgl texture issues when loaded too early
2019-10-04 00:58:43 +01:00
Richard Davey
800381b7fc
Better handling of texture creation
2019-10-03 17:51:11 +01:00
Richard Davey
9989f271d4
Pass in the key and url
2019-10-03 17:50:42 +01:00
Richard Davey
9429f66adb
Added first pass at Video Game Object
2019-10-03 02:29:05 +01:00
Richard Davey
3ab903b3c5
UpdateList now extends ProcessQueue and uses all of its methods instead.
2019-10-02 12:13:43 +01:00
Richard Davey
ea75c5ca9a
Updated quad alpha checks
2019-10-02 10:11:07 +01:00
Richard Davey
a7a15bcb4d
Merge pull request #4715 from MrcSnm/master
...
Container now can apply alpha quads
2019-10-02 09:55:59 +01:00
Marcelo Silva Nascimento Mancini
b7166bba3b
ESLint correction
2019-10-01 16:11:29 -03:00
Richard Davey
be02c80be9
Origin and canvas renderer work again now. Fix #4108
2019-10-01 17:43:47 +01:00
Richard Davey
1a42c54398
Set image smoothing based on renderer or scale mode.
2019-10-01 16:10:50 +01:00
Richard Davey
d405bab92c
Set image smoothing based on renderer or scale mode.
2019-10-01 16:10:46 +01:00
FengLi
217d1daa2f
add an optional textureData when initialize shader
2019-10-01 22:52:35 +08:00
Richard Davey
b1b95c066b
The BuildGameObject
function will no longer set scaleMode
because it's not a valid Game Object property.
2019-10-01 14:54:52 +01:00
Richard Davey
55c73d399b
GameObject.ToJSON
will no longer output the scaleMode
in the json because it's not a valid Game Object property.
2019-10-01 14:41:58 +01:00
Richard Davey
ea7691518b
Use public property for blend mode check #4771
2019-10-01 14:08:13 +01:00
Richard Davey
5b6d9895be
TileSprites will now throw a console warning if you try to use a RenderTexture or GLTexture as their frame source. Fix #4719
2019-10-01 13:37:37 +01:00
Hua
8a9e74ffe9
Add tint feature of bob
2019-10-01 10:17:14 +08:00
Richard Davey
487ec88529
RenderTexture.fill
wasn't setting the camera up before drawing the fill rect, causing it to appear in the wrong place and the wrong size. Fix #4390
2019-09-30 15:08:53 +01:00
Richard Davey
cde1210523
The Container WebGLRenderer will now handle child new type switching, allowing you to carry on with a batch of same-type Game Objects even if they're nested within Containers. Fix #4710
2019-09-27 15:41:51 +01:00
Richard Davey
f3e18000f2
Merge pull request #4760 from rexrainbow/blitter-enhancement
...
Set dirty flag only when render state of bob is changed
2019-09-26 12:32:34 +01:00
Rex
6deec2c44b
Also resize hit-area when resizing
2019-09-21 20:24:26 +08:00
Rex
08a2082d46
Update display-origin when resizing
2019-09-21 20:21:09 +08:00
Rex
7795713ab5
Set dirty flag only when render state of bob is changed
2019-09-21 20:15:56 +08:00
Richard Davey
5c04e20b20
The private Shader._savedKey
property has been removed as it wasn't used anywhere internally.
2019-09-20 14:48:41 +01:00
Richard Davey
bc5c7cf7ab
When calling Shader.setRenderToTexture()
it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
2019-09-19 23:32:40 +01:00
Nicolas Ferrero
18060a841e
RenderTexture would not update texture size on resize
2019-09-10 17:03:52 +03:00
Richard Davey
fc5630cb72
The displayWidth
and height should never be negative.
2019-08-30 19:35:52 +01:00
Richard Davey
6887e7b4f0
JSDoc fix
2019-08-28 12:00:19 +01:00
=
e7cce944dd
Container now can apply alpha quads
2019-08-19 13:26:14 -03:00
Richard Davey
7d2eaae693
The Container renderer functions will now read the childs alpha
property, instead of _alpha
, allowing it to work with more variety of custom children.
2019-08-08 14:03:23 +01:00
Richard Davey
717258e3f1
Docs update
2019-08-05 14:07:36 +01:00
Richard Davey
9f15b5a96b
Removed scale abs, as deeper effects unknown
2019-08-03 11:08:22 +01:00
Richard Davey
cc85ec1d35
Fixed scaleX and scaleY
2019-08-02 17:28:46 +01:00
Richard Davey
c1767e404f
Fixed scaleX and scaleY to handle negative scales and added rotation fix
2019-08-02 01:50:02 +01:00
Richard Davey
6e2d22e5cb
jsdoc update
2019-08-01 17:44:20 +01:00
Richard Davey
718f75b797
TransformMatrix.rotation
now returns the properly normalized rotation value
2019-07-26 14:20:38 +01:00
Richard Davey
14faabcadf
Updated docs
2019-07-26 14:19:44 +01:00
Richard Davey
f4002471d7
Updated context lost / restored handlers
2019-07-17 16:38:00 +01:00
Richard Davey
80c0f59b09
GameObjectCreator.remove
is a new static function that will remove a custom Game Object creator type.
2019-07-17 14:36:10 +01:00
Richard Davey
4887696bfa
GameObjectFactory.remove
is a new static function that will remove a custom Game Object factory type.
2019-07-17 14:36:02 +01:00
Richard Davey
907d0dd4f2
Render Texture snapshot methods now work across WebGL and Canvas
2019-07-15 17:03:04 +01:00
Richard Davey
41d007fe67
Origin.updateDisplayOrigin
no longer applies a Math.floor to the display origins, allowing you to have a 0.x origin for a Game Object that only has a width or height of 1. This fixes issues with things like 1x1 rectangles displaying incorrectly during rendering.
2019-07-15 16:30:08 +01:00
Richard Davey
15d7b9c6ef
Fixed jsdoc typos and added single pixel support
2019-07-14 13:56:44 +01:00
Richard Davey
4d61aa8556
Added the new methods snapshot, snapshotArea and snapshotPixel
2019-07-13 15:21:13 +01:00
Hua
7134a1ef7b
Remove event hook of children when destroyChildren is false
2019-07-10 15:59:25 +08:00
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
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
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
0d8a9bb7ae
Fixed TextSyle typo. Fix #4630
2019-07-02 12:32:29 +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
f792f13d7a
Added new quantity property to GroupCreateConfig
2019-06-28 11:14:59 +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
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
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
33e15dca48
Marked argument as optional. Fix #4607
2019-06-22 11:38:24 +01:00
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
Richard Davey
ba0c380109
Support rendering a shader to a texture instead of the display list
2019-06-21 16:08:29 +01:00
Richard Davey
22b107b903
Added setRenderToTexture
method and supporting properties
2019-06-21 16:08:14 +01:00
Richard Davey
9a6fe49000
Typo
2019-06-21 12:25:08 +01:00
Richard Davey
5fa4264219
Added new Transform.getParentRotation method
2019-06-19 10:40:47 +01:00
Richard Davey
f5cae5a48b
Added in Text justification feature. Fix #4291
2019-06-19 09:46:32 +01:00
Richard Davey
2e64f4c5cc
Merge pull request #4588 from rexrainbow/master
...
Update displayOriginX, displayOriginY after size changed
2019-06-19 09:25:38 +01:00
Richard Davey
aa7f4da0d9
Merge pull request #4587 from samme/fix/emitter-op-random
...
Fix EmitterOp config with { random: false }
2019-06-19 09:24:20 +01:00
Richard Davey
a786298c66
Updated Line docs. #4590
2019-06-12 23:20:22 +01:00
Hua
da617f364d
Update displayOriginX, displayOriginY after size changed
2019-06-12 13:54:27 +08:00
samme
df3953e604
Require truthy random
value for randomness
2019-06-11 11:38:29 -07:00
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
423a9e5003
Implent Grid canvas rendering! Fix #4585
2019-06-11 16:45:13 +01:00
Richard Davey
eb73b51cd8
Allow for color and alpha overrides
2019-06-11 16:44:55 +01:00
Hua
382afd6945
Set (width,height) of arc/cicle to (diameter,diameter)
...
Set (width,height) of arc/cicle to (diameter,diameter), not (radius,radius).
2019-06-11 12:38:26 +08:00
samme
c55ee432ce
Docs for easedValueEmit()
2019-06-07 13:32:12 -07:00
samme
cf627a07e1
Correct emitOnly values for angle, lifespan, x, y
2019-06-07 13:31:01 -07:00
Richard Davey
0dfc9806cc
Fixed lots of jsdos and moved the frame.cutX/Y
addition into each function, allowing the x/y defaults to work again. Fix #4528
2019-06-06 17:45:18 +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
11d845a77e
Specifically state this is a render flag only #4574
2019-06-06 09:52:19 +01:00
Richard Davey
2cdb672d36
Added new Text Padding typedef
2019-06-05 23:40:27 +01:00
Richard Davey
2446e2f3fc
Setting padding
in a Text style configuration object would cause an error about calling split on undefined. Padding can now be applied both in the config and via setPadding
2019-06-05 23:40:10 +01:00
Richard Davey
458c592596
Changing the radius
of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542
2019-06-05 23:02:59 +01:00
Richard Davey
515adc737d
Fixed typo
2019-06-05 22:48:22 +01:00
Richard Davey
ab17888c18
Merge pull request #4577 from samme/feature/group-name
...
Add Group#name
2019-06-05 22:45:58 +01:00
Richard Davey
8968b2179c
Added GameObject.scale transform property for a unified scale setter
2019-06-05 15:30:23 +01:00
samme
04384f78a6
Add Group#name
2019-06-04 09:33:08 -07:00
Richard Davey
558f6aea55
JSDoc fixes
2019-06-04 16:01:37 +01:00
samme
d3407c5e44
Add EmitterOpOnEmitType and EmitterOpOnUpdateType
...
Also some corrections in ParticleEmitterConfig docs
2019-06-01 13:33:06 -07:00
Richard Davey
278bde236b
lint fix
2019-05-30 23:05:06 +01:00
Richard Davey
ec6bbdeebd
Added typedefs for the Text Game Object. Fix #4551
2019-05-30 23:01:53 +01:00
Richard Davey
114b7b570d
Merge pull request #4552 from rexrainbow/master
...
Set canvas size equal to text object size
2019-05-30 22:24:51 +01:00
Richard Davey
897de33a64
Merge pull request #4554 from samme/types/group-classType
...
Remove GroupClassTypeConstructor type
2019-05-30 22:05:55 +01:00
Richard Davey
90e04c7e90
Merge pull request #4563 from samme/types/tween-configs
...
Add types for tween configs
2019-05-30 22:00:37 +01:00
Richard Davey
df0b474638
Added getTopCenter, getBottomCenter, getLeftCenter and getRightCenter
2019-05-29 16:27:31 +01:00
samme
777f436aa3
Add NumberTweenBuilderConfig to path configs
2019-05-28 14:11:28 -07:00
samme
7125334677
Duration is optional
2019-05-28 14:08:03 -07:00
samme
c3c11652ef
Merge branch 'master' of https://github.com/photonstorm/phaser into types/group-classType
2019-05-28 09:16:27 -07:00
samme
84e476762a
Docs description for GroupCreateConfig
2019-05-27 09:05:16 -07:00
samme
e879ec7703
Correct types for GroupCreateConfig.key, GroupCreateConfig.frame
2019-05-27 09:03:28 -07:00
Rex
9a958631fc
Don't draw text only when width or height is 0
...
It can fix this issue:
Text is empty string '', but have fixedWidth and fixedHeight, with backgroundColor setting.
2019-05-26 20:58:40 +08:00
samme
8e717d5588
Remove GroupClassTypeConstructor type
2019-05-23 15:10:40 -07:00
Hua
cc7870906b
Fix coding style
2019-05-23 17:30:04 +08:00
Hua
d1b31649ec
Fix text align to right/center issue
...
Calculate text-width in fixedWidth mode
2019-05-23 17:22:51 +08:00
Hua
97b60efa21
Set canvas size equal to text object size
...
Canvas size might less than text object size, when `fixedWidth` and `fixedHeight` is set.
2019-05-23 16:54:32 +08:00
Richard Davey
9959dce57e
Passing a Frame object to Bob.setFrame
would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516
2019-05-17 14:00:39 +01:00
Richard Davey
0ac5d7b8d9
There was some test code left in the DOMElementCSSRenderer
file that caused getBoundingClientRect
to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
2019-05-17 13:43:55 +01:00
Richard Davey
e23a86d45a
The default BaseShader
vertex shader has a new uniform uResolution
which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
2019-05-16 17:44:59 +01:00
Hua
fd454a1e9b
Use customHitArea
in condition
...
customHitArea has been added in 3.17.0, used in text game object
2019-05-14 10:12:32 +08:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
7deaa9e2b2
Merge pull request #4517 from antoine-pous/patch-1
...
JSDoc fix returned object type
2019-05-10 14:19:36 +01:00
Richard Davey
a6341a97a8
Fixed Types references
2019-05-09 15:32:53 +01:00
Antoine Pous
ce1577bcc3
JSDoc fix returned object type
2019-05-09 15:20:37 +02:00
Richard Davey
290389c4ae
Input Types
2019-05-09 12:02:03 +01:00
Richard Davey
b09ddc9048
GameObject Types
2019-05-09 12:01:00 +01:00
Richard Davey
7ba03dff54
TileSprite Types
2019-05-09 11:59:43 +01:00
Richard Davey
1a3263ad5e
Text Types
2019-05-09 11:59:10 +01:00
Richard Davey
ff723f64b6
Sprite Types
2019-05-09 11:58:41 +01:00
Richard Davey
275a3afe5f
RenderTexture Types
2019-05-09 11:58:09 +01:00
Richard Davey
3ca2b667b3
PathFollower Types
2019-05-09 11:57:27 +01:00
Richard Davey
29aee69aa0
Particles Types
2019-05-09 11:57:00 +01:00
Richard Davey
8e8b182359
Group Types
2019-05-09 11:56:16 +01:00
Richard Davey
32b4e6b04e
Graphics Types
2019-05-09 11:55:40 +01:00
Richard Davey
a51a81791f
Bitmap Text Types
2019-05-09 11:54:43 +01:00
Richard Davey
2b073cba51
Actions Types
2019-05-09 11:44:01 +01:00
Richard Davey
4092056e84
Fixed namespace
2019-05-09 11:05:42 +01:00
Richard Davey
ad09a18133
Finished JSDocs
2019-05-08 21:49:36 +01:00
Richard Davey
64572c430c
Finished JSDocs for all DOM Element methods and properties
2019-05-08 17:35:35 +01:00
Richard Davey
04e4e07047
More JSDocs
2019-05-08 15:42:53 +01:00
Richard Davey
860cdbf2bf
Adding DOM Element JSDocs
2019-05-08 15:00:04 +01:00
Richard Davey
faa72add9b
Removed ComputedSize component as we need the values read-only.
...
Fixed renderer for DOM Elements inside of Containers, or outside, or in a scaled canvas.
2019-05-08 00:26:54 +01:00
Richard Davey
cdd9d85b8e
DOM Elements set visible in preUpdate now. Fix #4486
2019-05-07 16:39:46 +01:00
Richard Davey
18a924c39c
Passing an _array_ of configuration objects to physics.add.group
would ignore them and none of the children would be assigned a physics body. Fix #4511
2019-05-07 16:17:28 +01:00
Richard Davey
acc5f92a8a
Merge pull request #4503 from jcyuan/master
...
expose ParseXMLBitmapFont for combined XML font file
2019-05-04 12:23:02 +01:00
Richard Davey
9672602c2f
Merge pull request #4504 from rexrainbow/master
...
Constraints canvas size via object size
2019-05-04 12:21:06 +01:00
Richard Davey
73d50071a8
DOM Element will check if parent can render
2019-05-03 19:01:02 +01:00
Richard Davey
abccac28f8
Can pass in either a BaseShader or a string
2019-05-01 17:04:53 +01:00
Richard Davey
b22f5ce5fd
Improved jsdocs
2019-05-01 12:59:05 +01:00
Richard Davey
4edd77275a
Removed funcmap and moved to renderer. Finished method jsdocs.
2019-05-01 12:30:09 +01:00
Richard Davey
2f48d68735
A shader can now be used as a bitmap mask
2019-05-01 11:12:31 +01:00
Rex
72df134571
Constrains canvas sizer via game object size
2019-05-01 11:48:08 +08:00
Rex
2a51bb8c3b
Remove redundant code
2019-05-01 10:10:05 +08:00
Rex
816eb6d677
Remove redundant code
2019-05-01 10:09:20 +08:00
Rex
b2a32a8e8f
Constraints canvas size if using fixedWidth, fixedHeight style
2019-05-01 10:06:04 +08:00
Richard Davey
de7c804c47
Shaders can now easily handle sampler2D uniforms
2019-05-01 00:05:52 +01:00
Richard Davey
0ebdf7073c
Optional texture key array
2019-05-01 00:05:22 +01:00
Richard Davey
8484f33c18
Handle invalid shader keys gracefully
2019-04-30 19:56:03 +01:00
Richard Davey
272fbfcd7a
Improved jsdocs, finished splitting up render process
2019-04-30 19:43:50 +01:00
Richard Davey
38d8ae7d68
Uniforms properly applied
2019-04-30 19:11:29 +01:00
Richard Davey
e5d944b977
Updating Shader Game Object to use new Shader class
2019-04-30 17:11:55 +01:00
J.C
b6047df1b5
flag which version has this method
2019-04-30 23:29:28 +08:00
J.C
8c3de0897e
expose ParseXMLBitmapFont for combined XML font file
2019-04-30 19:31:47 +08:00
Richard Davey
3c655bff3e
Improved jsdocs
2019-04-30 11:08:34 +01:00
Richard Davey
14ae8ecf19
Added NOOP
2019-04-29 17:14:05 +01:00
Richard Davey
e07248a403
Use proper elapsed time for the shader
2019-04-26 19:13:45 +01:00
Richard Davey
8620e2303d
Added setPointer
2019-04-26 00:56:53 +01:00
Richard Davey
55410038eb
Updated factory
2019-04-25 17:48:06 +01:00
Richard Davey
4d16f21c20
re-init uniforms if setShader
2019-04-25 17:13:31 +01:00
Richard Davey
2c4d0d9fd3
Uniforms are now synced properly and attribute is hard coded
2019-04-25 16:57:12 +01:00
Richard Davey
a26a420f23
Added transformOnly
flag
2019-04-25 15:44:19 +01:00
Richard Davey
d849031195
Y oh Y :)
2019-04-25 15:08:32 +01:00
Richard Davey
a0ef6e9d1b
Added default shader
2019-04-25 15:07:46 +01:00
Richard Davey
27d6bd544f
Drop the modelMatrix, it's not needed for this GO. Also only change vertexView elements that need changing.
2019-04-25 14:21:33 +01:00
Richard Davey
5449f7b51d
Skip blendMode and add setShader method
2019-04-25 14:03:50 +01:00
Richard Davey
f37a61de27
Shader now using viewLoad2D instead and accounting for origin
2019-04-25 12:12:49 +01:00
Richard Davey
ba8d1adbbb
Removing use of Shader pipeline
2019-04-25 11:30:23 +01:00
Richard Davey
7d74425491
Added new Shader Game Object
2019-04-25 03:15:51 +01:00
Richard Davey
ac3fac4ab6
UpdateList.remove
will now move the removed child to the internal _pendingRemoval
array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365
2019-04-24 13:58:05 +01:00
Richard Davey
f4a86fd368
The Container.setScrollFactor
method has a new optional argument updateChildren
. If set, it will change the scrollFactor
values of all the Container children as well as the Container. Fix #4466 #4475
2019-04-24 12:09:16 +01:00
Richard Davey
53c14df798
Changing any aspect of a Text object, such as the font size or content, wouldn't update its hitArea
if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created _without_ a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456
2019-04-24 11:21:36 +01:00
Richard Davey
f65f643a5f
Added setClassName method.
2019-04-23 11:21:26 +01:00
Richard Davey
e82e7c6ba0
Formatting fix
2019-04-18 17:55:49 +01:00
Richard Davey
7b438bfd3b
Copy paste fix
2019-04-18 17:55:42 +01:00
Hua
a05cd9377a
Update rectangle hitarea when updated text
2019-04-18 11:04:27 +08:00
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
78e1ef9df0
Particle Emitters and Containers can now have geometry masked children
2019-04-15 16:46:47 +01:00
Richard Davey
754ae7caa2
Particle Emitters can now be masked
2019-04-12 17:46:52 +01:00
Richard Davey
9dd3e7cd15
Added missing Mask component
2019-04-12 17:46:39 +01:00
Richard Davey
1a9f6130bf
Update DOMElementCSSRenderer.js
2019-04-09 23:43:47 +01:00
Richard Davey
a0c48596b3
Can now create dom elements on creation of the object.
2019-04-09 23:29:32 +01:00
Richard Davey
d823b7b49e
More flexible Factory function including element, style and innerText setters
2019-04-09 23:29:14 +01:00
Richard Davey
1b135b2efb
Tidying up CSS rendering
2019-04-09 23:28:56 +01:00
Richard Davey
950fc79e2e
Took DOM Element out of experimental and hooked to the Scale Manager
2019-04-09 23:28:40 +01:00
Richard Davey
9b29001449
Defaults should be false for closePath
, not true
.
2019-04-08 13:53:08 +01:00
Richard Davey
1995be80a2
GameObjects.Components.PathFollower
is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.
2019-04-08 13:53:08 +01:00
Richard Davey
f0acd2dfaf
rgb fix, lint fix and no need for frame argument
2019-04-08 12:49:03 +01:00
Richard Davey
55959500d2
Update RenderTextureConfig.js
2019-04-08 12:44:37 +01:00
Richard Davey
7c0645c1b9
Merge branch 'master' into master
2019-04-08 12:44:04 +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
340df7a748
jsdocs update
2019-04-08 11:45:19 +01:00
Richard Davey
00638ae9ee
Swapped to use GetValue
instead.
2019-04-08 11:45:08 +01:00
Richard Davey
c89f9a9fde
Merge pull request #4195 from kensleebos/master
...
Fix for from/to in PathFollower.js
2019-04-08 11:40:26 +01:00
Richard Davey
d13e79a8db
Merge pull request #4427 from rexrainbow/master
...
Fix bug about counting height of text object
2019-04-05 17:25:27 +01:00
Richard Davey
f1e4ca58ed
strokePoints and fillPoints have no closePath argument.
2019-04-05 17:12:31 +01:00
Richard Davey
e017691c68
The ScaleMode
Component has been removed from every Game Object, and along with it the scaleMode
property and setScaleMode
method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413
2019-03-24 23:07:27 +00:00
Hua
b562917490
Fix fixedWidth, fixedHeight assignment issue
2019-03-15 17:11:04 +08:00
Hua
3c75872335
Fix word wrap issue
2019-03-15 17:06:39 +08:00
Hua
a1d4417a7a
Fix bug about counting height of text object
...
Drawing lines might not equal to amount of lines
2019-03-15 14:31:05 +08:00
Richard Davey
3456e19815
Updated jsdocs
2019-03-05 09:20:30 +00:00
Richard Davey
8180764cca
Added jsdoc override for origin
2019-02-25 17:07:09 +00:00
Richard Davey
3bb73c5664
Fixed Group defs and completed Arcade Physics defs
2019-02-13 14:45:36 +00:00
Richard Davey
3938675d9f
Input typedefs
2019-02-13 14:17:36 +00:00
Richard Davey
c9bdb83941
GameObject and Loader typedefs
2019-02-13 13:57:59 +00:00
Richard Davey
70a87a576d
Some legacy instances of float
moved to number
.
2019-02-13 12:39:36 +00:00
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
b50e1c78b5
Lots more jsdoc tweaks and improvements
2019-02-12 15:01:54 +00:00
Richard Davey
4e817497d4
Namespace fixes
2019-02-12 12:48:41 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +00:00
Richard Davey
d50475045d
Added Zone.setBlendMode
method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295
2019-02-10 17:30:01 +00:00
Richard Davey
2467b624d0
Merge pull request #4350 from brian-lui/patch-1
...
Fix: Type declaration for blendMode
2019-02-08 13:37:53 +00:00
Richard Davey
f8c4252fcb
Tweaked setTileScale arguments
2019-02-08 12:13:01 +00:00
Brian Lui
af085646eb
Fix: Type declaration for blendMode
2019-02-08 15:58:18 +08:00
Richard Davey
05e3520048
The Mesh.setAlpha
method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343
2019-02-06 23:36:05 +00:00
Richard Davey
81a5bbf2db
Updated jsdocs
2019-02-05 00:03:34 +00:00
Richard Davey
eb9ed3463f
Lots of namespace and jsdoc fixes
2019-02-01 18:02:58 +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
1a6ac029ac
Fixed Extern arguments, added as core and finished jsdocs.
2019-01-30 00:02:11 +00:00
Richard Davey
44f4ac3598
Type def fix
2019-01-29 23:49:23 +00:00
Richard Davey
ad70549c79
Move Extern to experimental
2019-01-28 16:40:41 +00:00
Richard Davey
91df0a4cb9
Fix pipeline reference
2019-01-28 16:40:24 +00:00
J.C
cb0f3e079c
add doc for the static method. BTW: have to admit that Phaser is absolutely well considered, even for such case that user probably make all BMFont atlas combined into one.
2019-01-25 11:02:38 +08:00
Richard Davey
22fcb75ac1
Formatting
2019-01-24 14:11:08 +00:00
Richard Davey
c221bb7165
Updated docs to clarify #4091
2019-01-24 14:10:55 +00:00
Richard Davey
fac2efedc4
Container + List.sort scope fixed and custom handler option added. Fix #4241
2019-01-24 11:04:36 +00:00
Richard Davey
dd53ffae7c
Merge pull request #4303 from clesquir/patch-1
...
Headless tilesprite crash fix
2019-01-23 21:49:11 +00:00
Cédric Lesquir
e40cb21fc8
Bail out updateTileTexture if no renderer
2019-01-22 11:23:40 -05:00
Richard Davey
ea9678cc85
Removed TextStyle auto-quotes and added docs instead.
2019-01-22 14:02:25 +00:00
Cédric Lesquir
cd6488e8db
Headless tilesprite crash fix
...
Fixes issue https://github.com/photonstorm/phaser/issues/4297
2019-01-19 16:50:36 -05:00
Richard Davey
36d86abd48
Added Camera Fade and Game Object Destroy events.
2019-01-18 14:21:45 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
3e48021903
Clarified docs
2019-01-16 12:13:04 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
11ed074450
Refactoring how events are handled internally and in the docs
2019-01-15 14:37:24 +00:00
Richard Davey
79dc611b95
Quote the font family in Text objects.
2019-01-12 16:31:48 +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
874929d807
Merge pull request #4250 from jcyuan/Branch_v3.15.1
...
doc improvement & minor bug fix
2019-01-04 13:15:20 +00:00
Omar Shehata
9a77301e08
Fix jsdoc syntax
2018-12-26 10:43:57 -05:00
J.C
580cc36ad4
Merge branch 'master' into Branch_v3.15.1
2018-12-20 12:42:25 +08:00
J.C
f09e777f84
1, GetFirstElement -> should be GetFirst
...
2, doc fix
2018-12-20 11:11:56 +08:00
Richard Davey
cb57425a34
The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188
2018-12-18 15:47:07 +00:00
Richard Davey
a2723249a3
CanvasTexture.destroy
is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239
2018-12-18 15:21:24 +00:00
Richard Davey
c882b52a3a
Fixed an issue where changing the viewport or size of a Camera belonging to a RenderTexture, it wouldn't impact the rendering and objects will still render outside of the viewport range. It's now converted to a proper gl scissor rect by the renderer, meaning you can limit the area rendered to by adjusting the internal Render Texture cameras viewport. Fix #4243
2018-12-18 13:35:53 +00:00
Richard Davey
7ee0a717f5
Container.getFirst
was using an incorrect Array Utils function GetFirstElement
, when it should have been using GetFirst
. It now uses the correct function. Fix #4244
2018-12-18 12:12:47 +00:00
Richard Davey
90c7d4d0e8
Removed un-needed argument
2018-12-18 12:12:38 +00:00
Richard Davey
56fa0a119e
RenderTexture.fill
in WebGL would use gl.clear
and a clear color to try and fill the Render Texture. This only worked for full-canvas sized RenderTextures that didn't have a camera zoom applied. It has now been swapped to use the drawFillRect
method of the Texture Tint Pipeline, allowing it to work properly regardless of camera zoom or size.
2018-12-18 11:31:42 +00:00
Richard Davey
bc9d3511e1
When using RenderTexture.fill
, the alpha
argument would be ignored in Canvas mode. It's now used when filling the RenderTexture.
2018-12-18 09:55:23 +00:00
Richard Davey
1bf9be5e12
Animation.stop guard.
2018-12-13 13:03:54 +00:00
Richard Davey
7ea03169e7
Merge pull request #4183 from DottieDot/setFont-fix
...
setFont fix (also fixes #4141 )
2018-12-12 11:30:38 +00:00
Richard Davey
5c6d1cbe17
Merge pull request #4214 from matosummer/master
...
Add link to bitmaptext
2018-12-12 11:27:00 +00:00
Richard Davey
4b27b37a0c
Added texture and unit arguments to batchQuad
and batchTri
, fixing the y2k bug.
2018-12-12 11:08:52 +00:00
Richard Davey
d70ecfca8c
Merge pull request #4215 from snowbillr/update-group-creator-and-factory-param-type
...
update type param for group factory and creator methods
2018-12-08 15:02:13 +00:00
Richard Davey
da0d9802de
Fixed typo
2018-12-06 16:59:53 +00:00
Richard Davey
2fe4d536a9
Updated docs
2018-12-06 15:59:22 +00:00
Richard Davey
e6f5d0144e
Added Animation.chain method to queue an animation to start when the current one ends.
2018-12-06 15:57:52 +00:00
Richard Davey
cd80b27ea6
Updated jsdocs
2018-12-06 15:39:57 +00:00
Richard Davey
8fe2e30635
Removed update event
2018-12-06 15:34:15 +00:00
Richard Davey
9e78553a48
reverse
no longer needs the argument. play
and playReverse
can now take an Animation instance as an argument, not just a key.
2018-12-06 15:28:32 +00:00
Bill Reed
df9365cae6
update type param for group factory and creator methods
2018-12-05 11:32:47 -05:00
Mato
87be97aaf0
Add link to bitmaptext
2018-12-05 16:29:18 +07:00
Richard Davey
6f8759c186
Whenever Camera.roundPixels
was enabled it would use a bitwise operation to truncate the float (x |= 0
) - this has been replaced across all files that used it, with a call to Math.round
instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
2018-11-30 10:27:25 +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
Ken Sleebos | Adwise - Your Digital Brain
0b7096887c
Fix for from/to in PathFollower.js
2018-11-27 10:36:57 +01:00
Taran van Groenigen
e181a98aa2
Fixed a mistake that would cause fontFamily to hold all font data when using the font shorthand & fixes photonstorm/phaser#4141
...
I noticed this while investigating photonstorm/phaser#4141
2018-11-22 09:40:10 +01:00
Richard Davey
18af31ffb7
Fixed how dead particles are managed, reduced gc churn and reset particle positions. Also removed un-needed stable sort.
2018-11-21 11:53:46 +00:00
Richard Davey
fca695f632
Removed Particle.index as it's no longer required
2018-11-21 11:53:21 +00:00
Richard Davey
db0be54737
Fixed breaking Tween loop change and implemented PathFollower startAt in a slightly different way
2018-11-21 10:17:48 +00:00
Richard Davey
ab85d480a7
Added setState method.
2018-11-21 02:24:54 +00:00
Richard Davey
f1fdc5dcf5
Changing TileSprite.width
or TileSprite.height
will now flag the texture as dirty and call updateDisplayOrigin
, allowing you to resize TileSprites dynamically in both Canvas and WebGL.
2018-11-20 15:32:15 +00:00
Richard Davey
c1771ecdac
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-20 11:02:31 +00:00
Richard Davey
8cd45a72b2
ESLint fixes
2018-11-20 11:02:19 +00:00
Richard Davey
96b9db5cb7
Merge pull request #4150 from samme/docs/misc
...
Docs updates
2018-11-20 10:45:54 +00:00
Diego Teixeira
f45ee83fc4
Using statAt
...
Including usage to startAt for startFollow method
2018-11-19 14:54:56 -02:00
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
202c6c9c1a
Added nextFrame
and previousFrame
to the Animation component
2018-11-16 14:34:09 +00:00
Richard Davey
e584fbfb8f
Tidying up erase code
2018-11-13 15:27:42 +00:00
Richard Davey
5147fb281a
Added new Blend Modes.
2018-11-13 15:10:25 +00:00
Richard Davey
76918e76b0
ERASE tests
2018-11-13 10:32:24 +00:00
Richard Davey
a1273e42b8
Added ERASE blend mode
2018-11-13 10:31:56 +00:00
Richard Davey
06688eedd8
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-10 04:22:51 +00:00
Richard Davey
ceb9910780
Added erase
method for clearing parts of a Render Texture.
2018-11-10 04:22:47 +00:00
samme
83e2de2baf
Docs for Group
...
Add GroupClassTypeConstructor type
2018-11-07 09:40:31 -08:00
Richard Davey
43e76a7c45
Merge pull request #4129 from samme/docs/events
...
Docs for input and physics events
2018-11-07 16:18:17 +00:00
Richard Davey
885e45391c
Merge pull request #4136 from Waclaw-I/dead-particles-pool-fix
...
Array of dead particles is now being filled up with dead particles.
2018-11-07 16:15:02 +00:00
Richard Davey
929aca014a
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-07 16:13:10 +00:00
Richard Davey
01bcb6b91f
Merge pull request #4144 from stuartkeith/patch-1
...
fixed - cameraFilter bitmask doesn't work for values < 0
2018-11-07 16:12:37 +00:00
Richard Davey
979fc7341f
The cameraFilter
property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0
2018-11-07 16:12:28 +00:00
Richard Davey
8ea2bffb9c
Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139
2018-11-07 16:01:21 +00:00
Richard Davey
601c7696c3
Game Objects have a new property called state
.
2018-11-07 15:11:59 +00:00
Stuart Keith
3b422260ea
Update DOMElementCSSRenderer.js
2018-11-04 11:22:02 +00:00
Richard Davey
e34d759928
Removed sortGameObjects
and getTopGameObject
methods
2018-11-01 12:12:06 +00:00
Richard Davey
d912189b91
Added the Extern Game Object
2018-10-29 23:07:30 +00:00
Piotr 'Waclaw I' Hanusiak
893310d5bb
array of dead particles is now being filled up with dead particles.
2018-10-29 22:19:57 +01:00
Richard Davey
d740ca2302
Use QR decomposition or it all goes wrong!
2018-10-26 19:38:30 +01:00
Richard Davey
7441ff90ae
The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData
object instead, like the WebGL renderer does.
2018-10-25 14:11:23 +01:00
Richard Davey
4c73be9dbd
The data object being sent to the Dynamic Bitmap Text callback now has a new property parent
, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)
2018-10-25 14:10:12 +01:00
samme
7ff8d51f98
Docs for input and physics events
2018-10-24 12:14:44 -07:00
Richard Davey
d13984f460
Added jsdocs
2018-10-19 18:32:10 +01:00
Richard Davey
0b3d54a198
Added jsdocs
2018-10-19 18:29:36 +01:00
Richard Davey
104eeabbf6
Removed verticalAdjust property as it never worked and isn't needed now
2018-10-19 18:29:28 +01:00
Richard Davey
c14fb4b764
Updated formatting.
2018-10-19 13:35:30 +01:00
Richard Davey
38743135eb
Merge pull request #4101 from DotTheGreat/TextStyle_setStyle-fix
...
Text style setStyle/setFont fix
2018-10-19 13:31:15 +01:00
Richard Davey
8bbe96d610
Merge pull request #4111 from darkwebdev/patch-1
...
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
2018-10-19 13:17:43 +01:00
Richard Davey
c9a4a240f8
The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list
2018-10-19 13:08:05 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
Richard Davey
d41a01ac39
Updated docs
2018-10-18 13:27:56 +01:00
Timur Manyanov
9020e64d7b
Fix Phaser.GameObjects.Shape#setStrokeStyle JSDoc
...
This should fix TypeScript definitions, that at the moment lead to unexpected behavior (cause color is passed instead of a line width).
At the moment definition looks like this:
```setStrokeStyle(color?: number, alpha?: number): this;```
2018-10-14 00:44:01 +02:00
Richard Davey
a0d3137f76
Shapes and Graphics now set textures correctly (after batch texture changes)
2018-10-12 15:09:21 +01:00
Richard Davey
9dc53d1e5a
The WebGLRenderer method canvasToTexture
has a new optional argument noRepeat
which will stop it from using gl.REPEAT
entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
2018-10-12 15:08:53 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
Taran van Groenigen
c841adcba4
Removed whitespaces from empty lines
2018-10-09 11:50:21 +02:00
Taran van Groenigen
af664dc699
Removed two tabs
2018-10-09 11:32:52 +02:00
Taran van Groenigen
4e2bd36ca5
A string now uses the same default values as an object passed into setFont
2018-10-09 11:28:02 +02:00
Taran van Groenigen
9a2a0ad45f
TextStyle.setStyle & TextStyle.setFont now set fontSize, fontStyle & fontFamily when font is a string
...
TextStyle.setFont now sets fontFamily, fontSize, and fontStyle when "font" is a string.
TextStyle.setStyle calls TextStyle.setFont when "font" is overridden.
This fixes an issue where TextStyle.update(true) overrides TextStyle._font
2018-10-09 11:13:23 +02:00
Richard Davey
4d13702c33
The Particle Emitter Manager has been given a NOOP method called setBlendMode
to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083
2018-10-05 16:31:43 +01:00
Richard Davey
0f929bf0cc
TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085
2018-10-05 16:27:42 +01:00
Richard Davey
66445c9fb1
If you set pixelArt
to true in your game config (or antialias
to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
2018-10-02 13:30:45 +01:00
Richard Davey
e48d6bfb01
If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073
2018-10-02 13:13:51 +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
Richard Davey
8b5d0a3af1
Text.setFont
, Text.setFontFamily
, Text.setFontStyle
and Text.setStroke
will no longer re-measure the parent Text object if their values have not changed.
2018-09-29 11:21:31 +01:00
TadejZupancic
da5ed417b5
Update RenderTexture.js
2018-09-28 14:51:54 +02:00
TadejZupancic
d77f39aaa1
Update RenderTexture.js
2018-09-28 14:36:59 +02:00
TadejZupancic
9ceb1847b1
Update RenderTextureFactory.js
2018-09-28 14:32:35 +02:00
TadejZupancic
52bae7e235
Update RenderTextureCreator.js
2018-09-28 14:31:50 +02:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2
2018-09-28 11:07:44 +01:00
Richard Davey
3944e580cc
Fixed an error in the batchSprite
methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames
2018-09-27 16:49:52 +01:00
Richard Davey
5ad4c8dc2b
All of the Animation Events now pass the Game Object as the final argument, this includes animationstart
, animationrestart
, animationrepeat
, animationupdate
and animationcomplete
.
2018-09-27 15:55:16 +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
b45df05ddb
Updated to get the frame names
2018-09-27 14:15:58 +01:00
samme
adb2181a8a
Add docs for groups and Arcade.Factory
2018-09-26 12:25:09 -07:00
Richard Davey
684838aabe
Polygon.setTo
can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'
. This update also impacts the Polygon Shape object, which can now also take this format as well.
2018-09-26 11:01:48 +01:00
Richard Davey
ef3f6c0348
The Shape.Line
object was missing a lineWidth
property unless you called the setLineWidth
method, causing the line to not render in Canvas only. Fix #4068
2018-09-26 09:33:09 +01:00
Richard Davey
91f15a9046
Merge pull request #4060 from felipeprov/master
...
Fixed possible typo on UpdateList#shutdown
2018-09-25 15:56:43 +01:00
Richard Davey
2812bff0ee
Sprites now have preDestroy
method, which is called automatically by destroy
. The method destroys the Animation component, unregistering the remove
event in the process and freeing-up resources. Fix #4051
2018-09-25 15:11:15 +01:00
Richard Davey
e94d92518d
GameObjects added to and removed from Containers no longer listen for the shutdown
event at all
2018-09-25 15:00:23 +01:00
Felipe Provenzano
731a495c24
Fixed possible typo on UpdateList#shutdown
2018-09-23 22:03:18 +02:00
Richard Davey
7f835da1e1
Fixed Rectangle hit area coordinates
2018-09-20 11:49:24 +01:00
Richard Davey
deb14bdb60
Correct ellipse sizing
2018-09-18 17:21:55 +01:00
Richard Davey
9b812f8394
Calling setFrame
on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039
2018-09-18 11:18:00 +01:00
Richard Davey
754fc4f622
RenderTexture.resize
wouldn't correctly resize the texture under WebGL. Fix #4034
2018-09-17 11:48:34 +01:00
Richard Davey
9aaa640601
Finished Shape documentation
2018-09-15 11:18:09 +01:00
Richard Davey
fcaa2bfc4f
Completing Game Object jsdocs
2018-09-15 10:31:10 +01:00
Richard Davey
7722207dbd
Remove texture deletion.
2018-09-13 13:23:24 +01:00
Richard Davey
f285cf4854
Trim the font style
2018-09-13 13:23:11 +01:00
Richard Davey
2f98bd5092
DisplayList now destroys children directly.
2018-09-13 09:29:48 +01:00
Richard Davey
e19c307252
The UpdateList will now clear out its internal _list
, _pendingRemoval
and _pendingInsertion
lists on shutdown. Before, it would only clear _list
.
2018-09-13 09:29:33 +01:00
Richard Davey
0a166f944f
Game Objects no longer listen to Scene shutdown
. Fix #4028
2018-09-13 09:28:33 +01:00
Richard Davey
1ac48afd5f
Added Grid Shape type with WebGL renderer
2018-09-13 01:02:59 +01:00
Richard Davey
00518eca39
Fixed geom references
2018-09-12 16:58:32 +01:00
Richard Davey
1aa7287062
eslint fix
2018-09-12 16:32:50 +01:00
Richard Davey
0a152949cb
Added setLineSpacing
method and docs.
2018-09-12 16:29:38 +01:00
Richard Davey
6d7ca32e6d
Game Objects would not remove themselves from the Scene's shutdown
event handler when destroyed, leading to a build-up over time
2018-09-12 15:06:13 +01:00
Richard Davey
14881bbe24
Renamed data
to geom
to avoid DataManager clash. Added preDestroy
.
2018-09-12 12:37:18 +01:00
Richard Davey
490ca9c4b6
Added setSize method
2018-09-12 01:03:36 +01:00
Richard Davey
640d90cb09
Added jsdocs
2018-09-11 15:34:03 +01:00
Richard Davey
a68469dc5b
Added jsdocs
2018-09-11 15:21:22 +01:00
Richard Davey
2c4b38a794
Missing path join
2018-09-11 13:51:03 +01:00
Richard Davey
41d09fe646
Typo
2018-09-11 13:50:55 +01:00
Richard Davey
855e6babeb
Lines use strokeColor only
2018-09-11 13:50:43 +01:00
Richard Davey
2816f29bd1
Fixed pathData
2018-09-11 13:50:18 +01:00
Richard Davey
83fa5261e6
Added missing Shape canvas render functions
2018-09-11 13:50:01 +01:00
Richard Davey
30d51e5179
Moved closePath to Shape
2018-09-10 23:30:36 +01:00
Richard Davey
4b1c0eb697
Added Canvas rendering functions
2018-09-10 23:30:19 +01:00
Richard Davey
dfa40b866f
Moved the common fill and stroke functions out
...
Also started finishing jsdocs
2018-09-10 22:47:39 +01:00
Richard Davey
ecbee17c53
Fixed property name
2018-09-07 17:19:40 +01:00
Richard Davey
1f4c0b5809
Added Curve Shape object
2018-09-07 17:19:33 +01:00
Richard Davey
8bc4d06831
Added IsoTriangle and project setting
2018-09-07 14:23:25 +01:00
Richard Davey
266f993f62
Added Line Shape
2018-09-07 12:43:49 +01:00
Richard Davey
c5fa4efa57
Added face toggle support
2018-09-07 12:10:19 +01:00
Richard Davey
0d183143a7
Removed tint component
2018-09-07 12:10:08 +01:00
Richard Davey
b04d82d17f
Added getters and setters for properties
2018-09-07 12:09:57 +01:00
Richard Davey
687ec04802
Added Star shape
2018-09-06 22:40:56 +01:00
Richard Davey
04b5e917e0
Bail if not filled
2018-09-06 17:18:05 +01:00
Richard Davey
270864d974
Added setFillStyle override
2018-09-06 17:16:56 +01:00
Richard Davey
d25ad0cf68
Added IsoBox shape
2018-09-06 16:52:00 +01:00
Richard Davey
fb5bf5d9c1
Added stroke rendering to all shapes
2018-09-06 15:49:42 +01:00
Richard Davey
a508cd2195
Added support for stroke rendering path data
2018-09-06 15:09:15 +01:00
Richard Davey
2f5f5542fd
Added more global properties
2018-09-06 15:08:51 +01:00
Richard Davey
0918bc15c2
Support for stroke rendering added
2018-09-06 15:08:41 +01:00
Richard Davey
aac783064f
Added per Shape factories
2018-09-06 15:08:15 +01:00
Richard Davey
19a50eaa98
Moving Shapes to their own folders to keep things tidy
2018-09-06 11:26:50 +01:00
Richard Davey
d3181b41c5
Added smooth method
2018-09-06 00:17:07 +01:00
Richard Davey
7d4906bf73
Added smoothing function
2018-09-05 17:44:12 +01:00
Richard Davey
9820eb4e2d
Added Ellipse
2018-09-05 17:27:48 +01:00
Richard Davey
356e6f0753
Added Polygon support
2018-09-05 17:11:46 +01:00
Richard Davey
40a53f75b7
Added Arc rendering and fixed version numbers
2018-09-05 16:50:33 +01:00
Richard Davey
9f9043d881
Added the new Shape base class and the Arc, Rectangle and Triangle primitives
2018-09-05 16:20:25 +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
424a1e328e
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-04 22:43:28 +01:00
Richard Davey
5b98386677
Calling Text.setStyle
would make the Text vanish if you didn't provide a resolution
property in the style configuration object. Calling setStyle
now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011
2018-09-04 22:43:25 +01:00
Alexey Molchan
2aba731f4a
fixed incorrect properties assignment in setTileScale method
2018-09-04 22:19:42 +03:00
Richard Davey
78ffd41704
More specific includes
2018-09-03 13:12:37 +01:00
Richard Davey
0a4fc5b026
Calling setTimeScale
on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.
2018-08-31 18:45:50 +01:00
Richard Davey
e4a7977bb9
The Transform Matrix has a new method applyInverse
which will take an x/y position and inverse translate it through the current matrix.
2018-08-29 16:11:59 +01:00
Richard Davey
91f7e27ae8
Transform.getWorldTransformMatrix
has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920
2018-08-29 16:10:48 +01:00
hypertrifle
37da44f9c9
Updated @param notation that cause issues generating docs
...
there was a double pipe - now there isn't
2018-08-26 12:54:18 +01:00
Sean Bohan
f406b68739
Fix graphics moveFxTo and lineFxTo not work
2018-08-25 08:19:23 +08:00
Richard Davey
a585df3abf
DOM Elements moved behind experimental flag for now
2018-08-23 18:11:10 +01:00
Richard Davey
beb286297c
Camera3D Plugin moved out of the main src folder to optional plugin
2018-08-23 13:18:25 +01:00
Richard Davey
f24204ee03
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-08-23 12:31:59 +01:00
Richard Davey
5443f9cf5a
Fixed the way the arc overshoot works.
2018-08-23 12:31:55 +01:00
samme
408b2df350
Correct LightsManager#addLight docs
...
All arguments are optional
2018-08-22 13:07:41 -07:00
TadejZupancic
1fa16f00df
RenderTexture: Texture is always destroyed (canvas)
...
Forgot to check the flag for canvas renderer.
2018-08-22 15:57:57 +02:00
Richard Davey
0dccc3a510
Updated jsdocs. Fix #3849
2018-08-21 23:48:03 +01:00
Richard Davey
198f353c9a
The default Container Blend Mode is now SKIP_TEST
. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684
2018-08-21 22:07:35 +01:00
Richard Davey
01290afda9
A Game Object couldn't have a blend mode of SKIP_TEST
set by using the getter or the setBlendMode
method.
2018-08-21 21:54:38 +01:00
TadejZupancic
bff7f99fe1
Update RenderTexture.js
2018-08-21 15:40:10 +02:00
TadejZupancic
50a3555cad
RenderTexture: Texture is always destroyed
...
Texture is now destroyed only if it was not saved to the TextureManager, so it can be reused.
2018-08-21 15:32:10 +02:00
Richard Davey
8d1caff0a4
Updated argument name
2018-08-21 02:29:54 +01:00
Richard Davey
0eef6f1bb9
Updated scroll factor docs to clarify impact on physics bodies #3810
2018-08-20 19:19:53 +01:00
Richard Davey
e71d72ec66
Merge pull request #3927 from TadejZupancic/patch-11
...
Wrong bounds/displayOrigin on BitmapText text change
2018-08-20 18:21:15 +01:00
Richard Davey
27c3cc30ac
Previously, changing a Text object by setting its text
property directly wouldn't change the text being rendered as using setText
was the expected way to change what was being displayed. Internally the text
property has been renamed to _text
and flagged as private, and a new getter / setter for text
has been added, which hands over to the setText
method, meaning you can now use both ways of setting the text. Fix #3919
2018-08-20 17:41:05 +01:00
Richard Davey
54dbdce1c7
Now calls the correct frame resize method. Fix #3913
2018-08-20 17:06:06 +01:00
TadejZupancic
7992924aae
Wrong bounds/displayTextOrigin on BitmapText text change
...
updateDisplayOrigin needs current width and height, which are not recalculated if the _dirty is not set to true.
2018-08-14 12:15:59 +02:00
Richard Davey
fe2ddcf934
Updated jsdocs
2018-08-08 17:03:08 +01:00
Richard Davey
84ef115c67
Remove un-used code
2018-08-08 15:01:41 +01:00
Richard Davey
25268d2a40
Recalc size on content change.
2018-08-08 15:01:29 +01:00
Richard Davey
353b7b5edd
RenderTexture destroy working. Fix #3901
2018-08-08 13:56:43 +01:00
Richard Davey
f9e498353d
Fixed lack of TempMatrix for Graphics generateTexture
2018-08-06 16:19:30 +01:00
Richard Davey
26cc84522d
The CanvasRenderer.BlitImage
function has been removed, as has the associated blitImage
property from the Canvas Renderer as they're no longer used.
2018-08-06 15:29:27 +01:00
Richard Davey
50821c29ac
Updated jsdocs
2018-08-06 13:45:56 +01:00
Richard Davey
7eda747230
Merge pull request #3891 from FelixNemis/retrofont-line-spacing
...
Add lineSpacing option to RetroFont Config
2018-08-06 11:46:05 +01:00
Richard Davey
41c9f8b1e1
Docs update
2018-08-06 00:41:34 +01:00
Charles Burnham
6a1c677677
Add lineSpacing option to RetroFont Config
2018-08-04 12:52:27 -05:00
Richard Davey
9675c269e6
Split Camera up into BaseCamera, which Camera now extends.
2018-08-04 13:05:41 +01:00
Richard Davey
4deb8e49ad
eslint fixes
2018-08-03 19:37:42 +01:00
Richard Davey
6027e9ca5a
Render Textures can now be cropped. Added missing jsdocs.
2018-08-03 19:30:55 +01:00
Richard Davey
d5c558b8e4
Render Texture now uses unified drawing functions
2018-08-03 19:17:39 +01:00
Richard Davey
82251cd85b
Removed Matrix Stack. No longer needed.
2018-08-03 19:17:12 +01:00
Richard Davey
2ab24c49c4
Tile Sprites updated to use new internal canvas and support crop
2018-08-03 19:14:06 +01:00
Richard Davey
e91d95e107
Text updated to use proper texture frame and now supports crop
2018-08-03 19:07:12 +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
0a35275c1a
TransformMatrix.setToContext
is a new method that will set the values from the Matrix to the given Canvas Rendering Context using setTransform rather than transform.
2018-08-03 18:55:33 +01:00
Richard Davey
ca68904953
The Canvas Renderer has a new batchSprite
method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.
2018-08-03 18:53:50 +01:00
Richard Davey
c98f5edc23
Added resetCropObject
method to cut down on duplicate code.
2018-08-03 18:50:36 +01:00
Richard Davey
b65cf0647b
New Crop Game Object component.
2018-08-03 18:49:10 +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
e0918df6b0
Canvas particle renderer now using same matrix math as webgl
2018-08-03 01:04:46 +01:00
Richard Davey
0a035353fa
lint fix
2018-08-03 01:04:25 +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
Richard Davey
2a8dbb0c42
Removed un-used vars
2018-08-02 17:33:01 +01:00
Richard Davey
9ccb594958
Fixed Graphics Canvas Renderer so it uses the matrix values properly.
2018-08-02 17:24:29 +01:00
Richard Davey
c4c8b9e6ea
Added copyToContext method
2018-08-02 17:23:52 +01:00
Richard Davey
674fc487ec
Added missing commands
2018-08-02 17:03:41 +01:00
Richard Davey
20b74e746a
Fixed parent order
2018-08-02 16:19:14 +01:00
Richard Davey
7965c7aae4
Removed un-needed files.
2018-08-02 15:59:29 +01:00
Richard Davey
b83c8cf513
Merged all the functions into the single class and tidied up the naming.
2018-08-02 14:58:09 +01:00
Richard Davey
122e6cab8a
Fixed frame var
2018-08-02 12:35:26 +01:00
Richard Davey
affe47714f
Render Textures can now save themselves to the Texture Manager.
2018-08-02 12:35:17 +01:00
Richard Davey
72d54dd1ac
Only clear if dirty. Only render children is visible.
2018-08-01 20:25:55 +01:00
Richard Davey
c9e0963696
Added dirty fag
2018-08-01 20:25:40 +01:00
Richard Davey
a11b059531
Draw a whole Scene now!
2018-08-01 18:28:14 +01:00
Richard Davey
c9efa21cfd
Added getChildren to keep inline with Group
2018-08-01 18:28:06 +01:00
Richard Davey
9bc71dc676
New handler so RenderTextures can draw any game object, group or container
2018-08-01 18:02:21 +01:00
Richard Davey
56a0b3b3bf
Expose more functions (until we tidy this up)
2018-08-01 18:02:05 +01:00
Richard Davey
86b829efa6
Blank the texture after drawing
2018-08-01 18:01:54 +01:00
Richard Davey
d50b72dd14
Fixed Group creation arguments
2018-08-01 18:01:36 +01:00
Richard Davey
46552c8f2e
Remove strict check
2018-08-01 16:04:08 +01:00
Richard Davey
9977497137
Fixed Group config / children detection
2018-08-01 15:19:56 +01:00
Richard Davey
94e4411ac1
Testing RenderTexture updates to allow any GameObject to be drawn to it
2018-08-01 00:01:16 +01:00
Richard Davey
7313573161
The ParticleEmitterManager
now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.
2018-07-31 23:21:07 +01:00
Richard Davey
c3cc4317dd
Particle.color
has been removed as it's now calculated during rendering to allow for Camera alpha support.
2018-07-31 23:18:49 +01:00
Richard Davey
9d7ec132a4
Refactoring RenderTexture to remove the matrix stack and add in support for drawing Game Objects and arrays of them
2018-07-31 17:10:26 +01:00
Richard Davey
8cb812bbec
Merged jsdocs (re: #3823 )
2018-07-31 15:13:21 +01:00
Richard Davey
84ae027665
lint fix
2018-07-31 12:59:11 +01:00
Richard Davey
718d72b4c8
Container child willRender check. Fix #3881
2018-07-31 12:57:31 +01:00
Richard Davey
eb30a2118b
Merge pull request #3872 from ampled/master
...
add typedef for SpriteConfig and allowed GameObject#update signature override
2018-07-31 11:38:06 +01:00
Chris Andrew
634edcf538
Fixed Graphics.generateTexture() causing a runtime error ( #3879 ).
...
The Graphics object had new dependencies (1a62a356
) that were not provided when the static Graphics.TargetCamera object was used by the Graphics.generateTexture() method. Providing a Graphics instances scene object to the TargetCamera at texture rendering time resolved the issue.
2018-07-30 23:02:40 +01:00
Richard Davey
a8b605f42d
Zone now calls updateDisplayOrigin
in its constructor, causing the displayOriginX
and displayOriginY
values to now be correct if you create a Zone and then don't resize it. Fix #3865
2018-07-29 12:34:21 +01:00
Richard Davey
7fe9167657
The alpha
value is now always set for Render Textures in canvas mode, regardless of the previous alpha value in the renderer
2018-07-29 12:23:52 +01:00
Richard Davey
a1ae1744ac
RenderTexture.preDestroy
will now release the canvas back to the CanvasPool if running in canvas mode
...
Also removed un-used `drawFrame` references.
2018-07-29 12:20:09 +01:00
Richard Davey
34b27fd57a
ParticleEmitter
would fail to draw a textured particle in Canvas mode
2018-07-29 12:16:42 +01:00
Richard Davey
56e1e04da3
RenderTexture.draw
would fail to draw the frame in Canvas mode
2018-07-29 12:10:28 +01:00
Richard Davey
7e55d5adac
BlitterCanvasRenderer
would fail to render a Bob in Canvas mode if it was flipped
2018-07-29 12:09:03 +01:00
Eirik Slinning Korsnes
09113cb7a3
wrap ({number|string)}
2018-07-29 12:47:33 +02:00
ampled
50c787a9c8
- add typedef for SpriteConfig extends GameObjectConfig
...
- allow update-function signature to be overriden by GameObject subclasses
2018-07-29 12:19:04 +02:00
Richard Davey
1abe90433f
Updated log and docs
2018-07-27 02:49:05 +01:00
Richard Davey
a63acd0427
Updated docs.
2018-07-27 02:40:56 +01:00
Richard Davey
6027b65500
Added fill gradient and line gradient methods
2018-07-27 02:13:58 +01:00
Richard Davey
0c50b0eba8
Typo
2018-07-27 02:13:41 +01:00
Richard Davey
4481795d32
Swapped to using getX / getY
2018-07-27 00:53:00 +01:00
Richard Davey
8873bdcbf6
Fixed pipeline method call
2018-07-26 23:50:54 +01:00
Richard Davey
cc3ed1659e
Lint fix.
2018-07-26 16:33:51 +01:00
Richard Davey
5dbd7591cd
Graphics now using the TextureTintPipe. Farewell draw calls!
2018-07-26 16:33:02 +01:00
Richard Davey
1cc0e7d5e5
Moved the rendering code from the pipeline to the Graphics object
2018-07-26 15:04:35 +01:00
Richard Davey
620c5a3360
Added Graphics.setTexture and a clear texture command
2018-07-26 15:04:19 +01:00
Thomas Felix
43f6b1d231
fix: Corrects the wrong JSdoc comments
...
Wrong comments lead to a faulty Typescript Definition file missing
the depth attribute.
2018-07-25 22:13:38 +02:00
Richard Davey
9e40b16e4f
Added getX and getY to cut down on code in pipelines.
2018-07-25 01:26:41 +01:00
Richard Davey
05a6275d9a
Added copyToArray method.
2018-07-25 00:18:33 +01:00
Richard Davey
50de14b132
Merge pull request #3857 from khaleb85/master
...
Added reverse animation feature (issue: #3837 )
2018-07-24 13:41:10 +01:00
khaleb
6b81bc78a3
added since 3.12.0 in new methods, fixed keywords-spacing issue, renamed 'revert' method to 'reverse'
2018-07-24 09:28:56 -03:00
Richard Davey
9df7fbaa68
Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854
2018-07-23 13:29:39 +01:00
Richard Davey
fc5eb2511c
Particles using a blend mode wouldn't render correctly after the updates in 3.11. If the blend mode changes during the processing of an emitter manager it'll now correctly rebind the texture, stopping the particles from vanishing. Fix #3851
2018-07-23 01:39:21 +01:00
Shukizu
8da8fbedd1
fix animations with yoyo mode (issue: #3837 )
2018-07-22 14:57:07 -03:00
Shukizu
bb17c82bf9
Added 'playReverse' method, and extracted part of play method (issue #3837 )
2018-07-22 12:42:59 -03:00
Shukizu
ebc9d8d96d
Add a 'revert' function that can revert the flow of a animation at any time (issue #3837 )
2018-07-22 11:44:57 -03:00
Richard Davey
4f6790f450
Trying not rotate. Speed was the same :)
2018-07-20 17:50:01 +01:00
Richard Davey
c1a4fb0092
typo
2018-07-20 17:49:49 +01:00
Richard Davey
7b50a87c3e
Added getChild methods
2018-07-19 16:22:58 +01:00
Richard Davey
106e32a4f5
Removed un-used imports
2018-07-19 13:26:11 +01:00
Richard Davey
de4428ac52
Added willRender override and start of event handling
2018-07-19 13:22:13 +01:00
Richard Davey
ec5bd1912e
GameObject.willRender
now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
2018-07-19 13:19:02 +01:00
Richard Davey
e2dbbcdbb0
Inline and added create methods
2018-07-19 00:42:28 +01:00
Richard Davey
ceb466748a
Updated DOM Element to fix transforms
2018-07-19 00:22:38 +01:00
Richard Davey
d6fb66789f
Added getCSSMatrix
2018-07-19 00:22:10 +01:00
Richard Davey
ab35dfab95
The setCrop
method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue
2018-07-19 00:18:09 +01:00
Richard Davey
0ed4766fe3
Added start of the new DOM Element Game Object
2018-07-18 17:23:04 +01:00
Richard Davey
14ba51d928
Added Text.setResolution methods.
2018-07-18 14:45:10 +01:00
Richard Davey
94540e112e
Text supports high dpi resolution for its internal canvas
2018-07-17 22:44:12 +01:00
Richard Davey
c8b058c26a
Renamed object to avoid TS defs conflict
2018-07-16 10:28:28 +01:00
Richard Davey
66ee2ac973
Bumped version
2018-07-13 11:14:13 +01:00
Richard Davey
eee96cd2d3
setPipeline
returns the Game Object, not the pipeline, to be consistent.
2018-07-13 11:14:08 +01:00
Richard Davey
aa9ba84766
Merge pull request #3741 from TadejZupancic/patch-5
...
Zone inside a Container fix
2018-07-13 08:30:13 +01:00
Richard Davey
13776e5116
Fixed argument order.
2018-07-11 16:54:48 +01:00
Richard Davey
51f94cd444
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-07-11 16:25:26 +01:00
Richard Davey
5ba80defb7
Pass GO to setPipeline
2018-07-11 16:23:44 +01:00
Chris Andrew
0858797599
Minor documentation fix for BitmapText.getTextBounds().
2018-07-11 14:50:23 +01:00
Richard Davey
82b15c8695
Removed drawEmitterManager
and moved to emitter render function
2018-07-11 14:40:36 +01:00
Richard Davey
497fa1f2ff
Added copyFromArray method
2018-07-11 12:36:49 +01:00
Richard Davey
ef79edf1ff
New pipeline function call
2018-07-11 12:35:23 +01:00
Richard Davey
b7edbe755f
Tidying up function
2018-07-11 12:35:09 +01:00
Richard Davey
9c9e9cecbb
Updated log and lint fixes
2018-07-10 16:49:53 +01:00
Richard Davey
5fe74453fe
Extends BitmapText, to save on lots of space
2018-07-10 16:33:13 +01:00
Richard Davey
e145b6b7d3
Fixed Dynamic Bitmap Text Rendering
2018-07-10 16:33:01 +01:00
Richard Davey
469f6b6880
TransformMatrix.multiply
has a new optional argument out
which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
2018-07-10 14:01:14 +01:00
Richard Davey
434c8d1413
Fixed issue with sprite matrix and camera scaling
2018-07-10 13:59:49 +01:00
Richard Davey
6560f51699
Added jsdocs and updated change log
2018-07-09 22:35:48 +01:00
Richard Davey
39c05e4a96
Added support for BitmapText alignment and internal dirty flag for calculation speed
2018-07-09 21:57:51 +01:00
Richard Davey
f892d97475
Removed indexCount
2018-07-09 17:06:36 +01:00
Richard Davey
2d313ac927
The start of adding multi-line alignment
2018-07-09 17:06:20 +01:00
Richard Davey
f266acecc2
Re-uses the bounds object, rather than re-creating constantly.
2018-07-09 17:06:06 +01:00
Richard Davey
a16a7457bc
Now stores the line data in the bounds object.
2018-07-09 17:05:53 +01:00
Richard Davey
a3803a286f
Fixed origin addition post-scale
2018-07-09 16:17:52 +01:00
Richard Davey
91a48c30c4
GetBitmapTextSize
, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish)
2018-07-09 16:06:36 +01:00
Richard Davey
84c7960a48
The Quad
Game Object now has a new setFrame
method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161
2018-07-09 13:42:33 +01:00
Richard Davey
ecd99869bd
Explained mask positioning better in docs. Fix #3770
2018-07-08 23:38:13 +01:00
Richard Davey
9e84c9f082
Fixed slice method
2018-07-08 22:44:40 +01:00
Richard Davey
5c554f3f69
Started moving dynamic bitmap text renderer to its own function
2018-07-07 12:34:24 +01:00
Richard Davey
dd0490dd57
Removed batchBitmapText, tidied up and moved to its own renderer
2018-07-07 12:22:45 +01:00
Richard Davey
8b13631107
Removed batchMesh
and moved to the Mesh WebGL Renderer. Another one bites the dust.
2018-07-06 19:35:46 +01:00
Richard Davey
0428ecc430
Mesh now supports the tintFill
property
2018-07-06 19:35:14 +01:00
Richard Davey
4fb63fd405
Clairty over obscurity
2018-07-06 19:35:01 +01:00
Richard Davey
6aa1526ea9
Graphics.arc
has a new optional argument overshoot
. This is a small value that is added onto the end of the endAngle
and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
2018-07-06 17:15:46 +01:00
Richard Davey
a64d747c98
clearMask(true)
would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
2018-07-06 16:34:11 +01:00
Richard Davey
1931716da3
Exposed isTinted bool
2018-07-06 16:22:42 +01:00
Richard Davey
45208202ae
Added canvas props
2018-07-06 15:55:05 +01:00
Richard Davey
901a75d053
setCrop will accept numbers or a Rectangle object
2018-07-06 12:57:42 +01:00
Richard Davey
f3a446797d
Added new TextureCrop component
2018-07-05 13:06:28 +01:00
Richard Davey
43fc988034
Moved crop UV handler to the Frame method. Cleaner and easier.
2018-07-04 15:18:08 +01:00
Richard Davey
ee8c1b403a
Fixed cropping with flipped images
2018-07-04 14:50:26 +01:00
Richard Davey
744e161d22
Added setCrop support
2018-07-03 16:48:01 +01:00
Richard Davey
afec945c94
Pass in the UV values
2018-07-02 23:52:00 +01:00
Richard Davey
89bf09d19d
Swapped to unified batchVertices method
2018-07-02 17:06:34 +01:00
Richard Davey
d3df3436e4
Blitter now hits the renderer directly
2018-07-02 16:44:09 +01:00
Richard Davey
f57ecc0d81
Moved method
2018-07-02 16:43:43 +01:00
Richard Davey
cf008e612c
Added e and f properties and multiplyWithOffset and copyFrom
2018-07-02 15:33:54 +01:00
Richard Davey
ea53e832c2
Added tintEffect property
2018-07-02 13:33:15 +01:00
Richard Davey
5fdf51ce59
Using direct pipeline calls
2018-07-02 13:32:56 +01:00
Richard Davey
0ac0bc18d3
Set tint on setters
2018-07-02 13:32:27 +01:00
Richard Davey
52b24e2879
Added tintFill property and more detailed documentation
2018-06-30 11:33:06 +01:00
Richard Davey
f97ce72e16
Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
2018-06-28 14:17:04 +01:00
Richard Davey
217779604c
Added tileScaleX and tileScaleY support for Tile Sprites
2018-06-28 12:59:27 +01:00
Richard Davey
7a23378015
Unified use of roundPixels, antialias and pixelArt modes
2018-06-27 15:15:00 +01:00
Richard Davey
d02d6532fd
TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds
and displayWidth
and displayHeight
results were incorrect. Fix #3789
2018-06-27 11:20:21 +01:00
Richard Davey
7aa46657c2
Tidying up jsdocs and changing float to number
2018-06-26 23:19:14 +01:00
Richard Davey
8391042ff9
Merge pull request #3783 from samme/feature/particle-emitter-stop
...
Add ParticleEmitter#stop()
2018-06-25 22:42:00 +01:00
Richard Davey
8af70d02d1
Merge pull request #3780 from TadejZupancic/patch-9
...
disableInteractive
2018-06-25 22:39:54 +01:00
Richard Davey
51468fdefc
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-06-25 16:25:42 +01:00
Richard Davey
90ba2608fa
Added in Camera alpha support to all canvas renderers
2018-06-25 16:24:08 +01:00
Richard Davey
bcacfeb87c
Bob.alpha
was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
2018-06-25 15:59:01 +01:00
Richard Davey
9a96785cf6
If the Blitter object has no Bob's to render it will now abort immediately, avoiding several context calls in Canvas mode.
2018-06-25 15:38:06 +01:00
samme
bc2212c87d
Add ParticleEmitter#stop()
2018-06-23 12:51:16 -07:00
Richard Davey
5a0fe89a7e
Swap _id to id
2018-06-23 12:26:39 +01:00
Chris Andrew
c2bfc52987
Documented the majority of the Geom Line functions.
2018-06-21 18:13:56 +01:00
Chris Andrew
6854ccb764
Cleaned up some remaining GameObject descriptions.
2018-06-21 14:18:28 +01:00
Chris Andrew
978f982c26
Documented the remaining ParticleEmitter Zone classes.
2018-06-21 14:12:47 +01:00
Chris Andrew
4b5ab4e217
Documented most of the remaining PathFollower descriptions.
2018-06-21 13:19:52 +01:00
TadejZupancic
5859979c96
Update GameObject.js
2018-06-21 14:07:18 +02:00
Chris Andrew
df88218534
Finished up EmitterOp method descriptions.
...
Finally!
2018-06-21 12:47:29 +01:00
Richard Davey
2c8c4c7a16
Bob.setFrame
didn't actually set the frame on the Bob, now it does. Fix #3774
2018-06-20 19:33:59 +01:00
Chris Andrew
7f232b6bed
Further EmitterOp documentation.
2018-06-20 17:18:03 +01:00
Chris Andrew
584e8f9919
Started documenting the EmitterOp class.
2018-06-20 16:18:00 +01:00
Chris Andrew
d6a13eb8db
Finished up TileSprite property descriptions, started on its class description.
2018-06-20 08:33:55 +01:00
Chris Andrew
9f23818c40
Documented various missing descriptions for GameObject classes and functions.
2018-06-20 07:28:02 +01:00
Richard Davey
b832247a35
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-06-19 14:14:40 +01:00
Richard Davey
f1fe131e56
Tidying up Render Texture to make it more useful
2018-06-19 14:14:37 +01:00
Richard Davey
3a6f093579
Merge pull request #3761 from DannyT/fix/buildgameobjectanimation
...
Fix setter calls in BuildGameObjectAnimation
2018-06-19 13:22:13 +01:00
Richard Davey
30276cd4c2
Merge pull request #3765 from DrevanTonder/master
...
change ParticleEmitter.startFollow to fix issue 3764
2018-06-19 13:20:19 +01:00
Richard Davey
622fd7c34a
Merge pull request #3745 from cyantree/feature/update-graphics-jsdoc
...
Changed options and sub options of `Graphics` constructor in docs to …
2018-06-19 13:19:12 +01:00
Richard Davey
62661b46fb
Updated rounded rect functions
2018-06-19 13:17:38 +01:00
Richard Davey
cc5f1bb91e
Merge pull request #3755 from TadejZupancic/patch-8
...
Add rounded rectangle to Graphics
2018-06-19 12:47:58 +01:00
Richard Davey
95f923bcad
Merge pull request #3762 from dvdbrink/patch-1
...
Fix GameObject typings when returning itself
2018-06-19 12:30:57 +01:00
TadejZupancic
c1d0c11b30
Update Graphics.js
2018-06-18 10:52:49 +02:00
Andre van Tonder
b2f8a139cc
change ParticleEmitter.startFollow to fix issue 3764
2018-06-18 14:25:12 +08:00
Chris Andrew
a480232d87
Documented Graphics.save() and Graphics.restore().
...
Adapted from Mozilla's descriptions of the corresponding Canvas methods.
2018-06-17 19:43:05 +01:00
Daniel van den Brink
9a2c110c44
Fix GameObject typings for returning this
2018-06-17 08:54:28 +02:00
DannyT
1eb60e09a3
changed animation api calls to include updated set verb (e.g. .setDelay() vs .delay())
2018-06-16 18:15:29 +01:00
TadejZupancic
caef54a34e
Update Graphics.js
2018-06-15 14:36:24 +02:00
TadejZupancic
321aba14c3
Update Graphics.js
2018-06-15 14:31:44 +02:00
TadejZupancic
9affc60037
Update Graphics.js
2018-06-15 14:23:40 +02:00
Chris Andrew
47fdf779d3
Switched to example annotations for the setStyle() examples.
2018-06-14 14:49:29 +01:00
Chris Andrew
885b404b98
Fixed the indentation of setStyle() examples.
2018-06-14 14:41:17 +01:00
Chris Andrew
a6b8b8ed31
Documented the Text game object and its TextStyle companion.
...
Minor update to JSON representation descriptions.
2018-06-14 14:27:58 +01:00
cyantree
a727437304
Changed options and sub options of Graphics
constructor in docs to be optional
2018-06-13 20:01:26 +02:00
Chris Andrew
468b61da6f
Tweaked the LightsPlugin example in its class description.
2018-06-13 18:56:57 +01:00
Chris Andrew
124b0ff773
Documented Light, LightsManager and LightsPlugin.
...
Documented class description for TransformMatrix.
Added a missing description from Container's EachContainerCallback.
2018-06-13 18:44:32 +01:00
Chris Andrew
566fdaca0e
Documented the TransformMatrix component.
2018-06-13 14:36:07 +01:00
Chris Andrew
eb84ad58df
Documented the MatrixStack component.
2018-06-13 13:48:33 +01:00
Richard Davey
15b544fc46
jsdoc fixes
2018-06-13 08:37:40 +01:00
Richard Davey
9d52b6ac91
Fixed jsdoc errors
2018-06-12 17:05:39 +01:00
TadejZupancic
3c96ca73ec
Update Zone.js
2018-06-12 15:49:02 +02:00
Richard Davey
5c7e624260
setInteractive
will now take a configuration object as the only argument, allowing for easier setting of more complex input values
2018-06-11 11:35:31 +01:00
Chris Andrew
c08dde33b1
Documented some remaining TileSprite descriptions.
2018-06-08 17:07:35 +01:00
Chris Andrew
469c34feee
Documented the remaining descriptions in the Quad and Sprite game objects.
2018-06-08 15:50:44 +01:00
Chris Andrew
ae214a8664
Documented the missing descriptions for the Mesh game object.
2018-06-08 15:42:55 +01:00
Chris Andrew
07e9878166
Documented the Light game object.
2018-06-08 15:40:39 +01:00
Chris Andrew
f8ee35d46a
Fixed Gamepad lint errors, tweaked some Graphics docs.
2018-06-07 18:36:27 +01:00
Chris Andrew
62d6496dfb
Adapted Graphics class description from Phaser CE.
...
Documented the remaining properties and a few more methods.
2018-06-07 16:47:27 +01:00
Chris Andrew
786d2068a3
Documented most of the Graphics Game Object methods.
2018-06-07 16:01:40 +01:00
Chris Andrew
69ec32a2fe
Documented initial Graphics options and Graphics style settings types.
2018-06-07 16:01:40 +01:00
Chris Andrew
ab5853f65e
Started documenting the Graphics game object.
...
Added a couple of missing descriptions for the Container game object.
2018-06-06 17:52:31 +01:00
Chris Andrew
39ace6c9e9
Finished all BitmapText descriptions, other than GameObject class descriptions.
2018-06-06 17:34:18 +01:00
Chris Andrew
fb33fd045d
Documented DynamicBitmapText display callbacks.
...
Finished up some DynamicBitmapText related descriptions.
Removed the align property from BitmapTextConfig, as it's not used.
2018-06-06 17:26:55 +01:00
Chris Andrew
79c3242c68
Tweaked and filled in a few more BitmapText related descriptions.
2018-06-06 16:58:48 +01:00
Chris Andrew
c9d4ff9f83
Fixed case of @readOnly annotations in BitmapText and DynamicBitmapText.
2018-06-06 16:34:49 +01:00
Chris Andrew
96d750bb60
Documented BitmapText and DynamicBitmapText.
...
Moved BitmapFontData typedefs to the BitmapText class file.
2018-06-06 16:32:58 +01:00
Chris Andrew
25f1dedb74
Started documenting Bitmap Font data structures.
2018-06-06 15:12:12 +01:00
Chris Andrew
a90e78d0a9
Finished UpdateList and RetroFont.Config documentation.
2018-06-06 15:11:40 +01:00
Chris Andrew
4aaf071ad3
Cleaned up some previous documentation, finished the RenderTexture GameObject documentation.
2018-06-06 14:23:39 +01:00
Richard Davey
c0ac1259ea
Significant Data Manager overhaul.
...
Adds in values property, removes redundant functions, streamlines the event flow, adds features to the get and set handlers.
2018-06-05 01:01:13 +01:00
Richard Davey
a67e5dbbd5
Merge pull request #3726 from samme/feature/updatelist-length
...
Add Phaser.GameObjects.UpdateList#length
2018-06-03 21:01:07 +01:00
samme
5be5ea8024
Add Phaser.GameObjects.UpdateList#length
2018-06-02 20:59:01 -07:00
Chris Andrew
9e49b30d31
Fixed @return annotation spacing for GetBitmapTextSize.
2018-06-01 15:32:03 +01:00
Chris Andrew
085efa3190
Fixed a couple of BitmapTextSize descriptions.
2018-06-01 15:28:00 +01:00
Chris Andrew
8a7f381a28
Improved some GetBitmapTextSize descriptions.
2018-06-01 15:25:16 +01:00
Chris Andrew
efaff363aa
Documented XML Bitmap Font parsing and the GetBitmapTextSize function.
2018-06-01 15:21:10 +01:00
Chris Andrew
4750e92be4
Fixed a method signature issue with the Animation component's 'remove' event handler.
...
This prevented removed animations from stopping correctly, when they were removed from the AnimationManager.
2018-06-01 14:37:15 +01:00
Chris Andrew
007ac01f10
Documented the Animation, Pipeline and ToJSON Game Object components.
2018-06-01 14:08:35 +01:00
Chris Andrew
cb6077f231
Documented most of the Animation component class and some of the Animation class.
2018-06-01 13:11:25 +01:00
Chris Andrew
544daa8d4a
Documented the DisplayList and UpdateList plugins, and the BuildGameObject function.
2018-06-01 11:36:12 +01:00
Richard Davey
7df02a4447
Added 2 NOOPs instead of merging the whole mixins.
2018-06-01 00:03:45 +01:00
TadejZupancic
6f7463f4f7
Particle Emitter Manager in Container
...
Added Alpha and ScrollFactor Mixin to Particle Emitter Manager otherwise it crashes when added to the Container.
2018-05-30 10:44:49 +02:00
Richard Davey
a739be27a1
RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time
2018-05-29 12:07:40 +01:00
Richard Davey
a7da8dc28f
The Canvas RenderTexture drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710
2018-05-29 11:50:23 +01:00
Richard Davey
6ab124c591
Merge pull request #3687 from thomastanck/thomastanck-typedefupdates
...
Update type definitions
2018-05-24 13:49:30 +01:00
Richard Davey
30678b44ff
Updated method names
2018-05-23 23:09:31 +01:00
Richard Davey
1a1dbe2dd7
lint fix
2018-05-23 14:55:51 +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
Thomas Tan
0fcfe73de1
Missed some cases
2018-05-22 16:08:44 +08:00
Thomas Tan
2c5cadc67c
Use this
return type annotation
2018-05-22 12:46:26 +08:00
Thomas Tan
0fa334ff3e
Change Group.* return types from GameObject to any
2018-05-22 12:05:52 +08:00
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
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
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
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
Richard Davey
350cb037b7
All systems now register themselves with the new PluginCache
2018-05-15 12:51:50 +01:00
Richard Davey
11cbf0cf8d
Marked the children parameter as optional. Fix #3657
2018-05-10 23:32:46 +01:00
Richard Davey
be330e609e
Moved PluginManager to new location
2018-05-10 17:14:33 +01:00
Richard Davey
672a535d88
Added disableInteractive and removeInteractive methods. #3621
2018-05-08 16:15:50 +01:00
Richard Davey
107ca71d6b
BitmapText, both static and dynamic, can now take any data-type, including numbers, for the text
argument in the constructor. Before they only worked via setText
2018-05-03 15:52:12 +01:00
Richard Davey
c13c828dc4
lint fix
2018-05-02 11:36:03 +01:00
Richard Davey
28251fd0f5
addToScene
added to all Game Object Creators
2018-05-02 10:57:26 +01:00
Richard Davey
a30d5acb9e
The Graphics Creator would automatically add the Graphics to the display list by mistake. The default should be to remain hidden. Fix #3637
2018-05-02 10:57:04 +01:00
Richard Davey
661ed5f675
Merge pull request #3629 from samme/fix/setEmitZone
...
Fix `source` checks in ParticleEmitter#setEmitZone
2018-05-01 11:38:52 +01:00
Richard Davey
3323b785b2
space-infix fix
2018-04-30 13:03:44 +01:00
Richard Davey
63dbd9fd12
The Animation Component setProgress
method was setting the frame on the wrong object. Fix #3633
2018-04-30 12:37:50 +01:00
Richard Davey
373ebe7d3f
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-04-30 12:28:36 +01:00
Richard Davey
9fa74400ab
Container.getBounds now checks if it can call getBounds
on its children before doing so, as some do not have this method (such as Graphics objects) so they no longer cause the call to crash. Fix #3623
2018-04-30 12:28:26 +01:00
samme
5fc6f94c67
Remove source
checks in setEmitZone
2018-04-28 13:10:22 -07:00
samme
f59f90d2ca
Correct source
types in *ZoneConfig definitions
2018-04-28 13:09:59 -07:00
samme
84ba1ba191
Correct source
checks in setEmitZone
2018-04-28 08:41:32 -07:00
Rex
0a46d64328
Remove extra space in each line end
...
Add space only when the word index is greater than last one.
2018-04-28 14:54:59 +08:00
Richard Davey
2037cf468b
More clarity. #3622
2018-04-27 12:42:37 +01:00
Richard Davey
b2b631534c
Merge pull request #3616 from samme/fix/particles
...
Fix ParticleEmitter#toJSON() output
2018-04-26 13:03:30 +01:00
samme
bd9831912c
Don't stringify emitter ops twice
2018-04-24 14:20:23 -07:00
samme
0de5340201
Add 'angle' to configOpMap
...
It was missing from toJSON() output
2018-04-24 14:20:23 -07:00
samme
66f1ff848e
Fix no children created from GroupCreateConfig[] (multiple adds)
...
Fixes #3612
2018-04-23 18:14:36 -07:00
Richard Davey
6d958c5157
jsdoc udpate
2018-04-23 23:39:24 +01:00
Richard Davey
e3c28d3cd9
Removed un-needed arguments
2018-04-23 17:28:37 +01:00
Richard Davey
ed2eafb3b3
Code tidying
2018-04-23 00:13:11 +01:00
Richard Davey
ced2d34b34
BitmapMask and GeometryMask both have new destroy
methods which clear their references, freeing them for gc.
2018-04-23 00:13:04 +01:00
Richard Davey
30a0ff02cb
Merge pull request #3600 from samme/docs/particles
...
Add docs for gameobjects/particles
2018-04-22 23:07:51 +01:00
Richard Davey
f34a507002
Merge pull request #3605 from zilbuz/master
...
Update GetBounds.getBounds() JSDoc
2018-04-22 23:06:25 +01:00
samme
711d2a6193
Minor additions and corrections to docs
2018-04-20 21:00:19 -07:00
Richard Davey
606ba6d8d7
Added new Mask component and added to all relevant Game Objects
2018-04-20 18:57:49 +01:00
Basile Desloges
a7fc306329
Update GetBounds.getBounds() JSDoc so that @generic matches with @param and @return
2018-04-20 17:55:32 +02:00
samme
8b939d7790
Omit EmitterOpEmitConfig, EmitterOpUpdateConfig
2018-04-20 06:51:31 -07:00
Richard Davey
6299019838
Updated to use typeof DefinePlugin check.
2018-04-20 00:23:24 +01:00
samme
0b881e9a4e
Add particles docs
2018-04-19 14:05:21 -07:00
Richard Davey
349a95bc4b
Updating to 3.6.0
2018-04-19 14:45:45 +01:00
Richard Davey
cfc4528370
Containers no longer in beta.
2018-04-19 14:35:17 +01:00
Richard Davey
3d0be3e20c
Group.remove and clear have optional destroyChild
arguments
2018-04-19 14:13:46 +01:00
Richard Davey
e14d0c5054
eslint fixes
2018-04-19 13:57:33 +01:00
Richard Davey
cb4eb9e435
Rescoped RetroFont so it's no longer bound to BitmapText
2018-04-19 13:07:59 +01:00
Richard Davey
5b31a51dd5
Rescoped
2018-04-19 12:42:35 +01:00
Richard Davey
32ce8d7947
jsdoc fixes and removed un-used ResetKey file.
2018-04-19 12:30:38 +01:00
Felipe Alfonso
4496e773a7
Removed particle scroll factor property and calculation from canvas rendering
2018-04-18 18:44:09 -03:00
samme
1c0905a103
Fix incorrect active
state selection
2018-04-18 08:44:10 -07:00
Richard Davey
23f353326c
jsdoc fix
2018-04-18 13:48:25 +01:00
Richard Davey
6e77557375
jsdoc fixes
2018-04-18 13:34:22 +01:00
Richard Davey
b0544c73b8
jsdoc fixes
2018-04-18 13:29:22 +01:00
Richard Davey
d96382f94d
Added getFirstNth and getLastNth
2018-04-18 13:28:57 +01:00
Richard Davey
55965c748f
jsdoc fixes
2018-04-18 12:13:49 +01:00
Richard Davey
5b4feedcaf
Added Group.GetLast
2018-04-18 04:01:06 +01:00
Richard Davey
1be486fab4
destroy
only called once, no matter how many times the Scene restarts. Fix #3581
2018-04-17 12:25:45 +01:00
Richard Davey
348aeec4ec
Merge pull request #3580 from jmcriat/patch-1
...
Delete Texture only applicable on renderer.gl
2018-04-17 02:36:17 +01:00
Richard Davey
07a55e5d1f
Removed debug call and merged Scene Systems boot and start sequences. Fix #3579
2018-04-17 02:34:07 +01:00
José Maria
607ce3a9bb
Delete Texture only applicable on render.gl
...
There is no deleteTexture on this.renderer when running on canvas.
Destroying tilesprite (scene shutting down) would throw error.
2018-04-16 21:50:04 -03:00
Richard Davey
28e2764723
More jsdoc fixes
2018-04-16 16:02:27 +01:00
Richard Davey
b392dee5a9
More jsdoc fixes
2018-04-16 15:11:51 +01:00
Richard Davey
18585de81d
Lots of jsdoc fixes
2018-04-16 14:43:24 +01:00
samme
821fff02b5
Group fixes/changes:
...
- remove() rejects non-members
- createMultiple() stops creating objects if the Group becomes full
- isFull() returns true if the group size *exceeds* maxSize
- Group() calls createMultiple() only if config.key was passed
2018-04-15 10:38:50 -07:00
Richard Davey
ce7d67297f
Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions
2018-04-15 12:44:47 +01:00
Richard Davey
855f38c649
typo
2018-04-14 17:38:20 +01:00
Felipe Alfonso
1058cff4c8
Fixed issue with inverted coordinates on render texture
2018-04-13 17:33:43 -03:00
Richard Davey
a01535ea78
Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group.
2018-04-13 17:59:29 +01:00
Richard Davey
0aba433379
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-04-13 17:20:51 +01:00
Richard Davey
59bc9dd0d9
Added GameObject.ignoreDestroy
2018-04-13 17:20:46 +01:00
Richard Davey
6b2307594a
Scene plugin flow overhaul
...
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Felipe Alfonso
d3beb043e2
Added parent to game objects that called CanvasPool.create2D
2018-04-13 12:48:34 -03:00
Richard Davey
52fcf7e7c1
Merge pull request #3557 from Antriel/master
...
Fix Animation component update()
2018-04-13 12:14:21 +01:00
Richard Davey
8000f9298d
Merge pull request #3554 from samme/docs/group
...
Add descriptions for Phaser.GameObjects.Group
2018-04-13 12:12:01 +01:00
Antriel
6be6f17bfd
Add missing letterSpacing to DynamicBitmapText
2018-04-13 10:50:18 +02:00
Antriel
b52707f79d
Fix Animation component pause()
2018-04-13 09:58:33 +02:00
samme
470d2bc08a
Add descriptions for Phaser.GameObjects.Group
2018-04-12 20:10:03 -07:00
Richard Davey
a6ef9e09dd
Shorter warning
2018-04-12 23:12:23 +01:00
Richard Davey
703f04025b
Added warning to docs
2018-04-12 22:49:02 +01:00
Richard Davey
5612336d47
Containers flag
2018-04-12 22:46:46 +01:00
Richard Davey
1802f8b30b
GetBounds getTopLeft
, getTopRight
, getBottomLeft
and getBottomRight
all have a new optional argument includeParent
which will factor in all ancestor transforms to the returned point.
2018-04-12 17:42:16 +01:00
Richard Davey
9269aa7a73
Swapped to using public properties
2018-04-12 16:28:05 +01:00
Richard Davey
f13bbca9c3
Fix getWorldBounds clash
2018-04-12 14:25:46 +01:00
Richard Davey
c57112414a
eslint override
2018-04-12 02:18:01 +01:00
Richard Davey
9c0c037d79
Added getIndexList method.
2018-04-12 02:11:17 +01:00
Richard Davey
38626f8556
Added originX/Y properties. Fix #3545
2018-04-11 21:07:41 +01:00
Richard Davey
223c94a783
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-04-11 16:58:52 +01:00
Richard Davey
0e14b43623
Added maxSize
, jsdocs and ts def fixes
2018-04-11 16:58:48 +01:00
Felipe Alfonso
5e2699f1a4
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-04-11 12:55:54 -03:00
Felipe Alfonso
23cd9868b4
Added getWorldTransformMatrix to Container and added support to parent container transform to GetBounds component.
2018-04-11 12:55:32 -03:00
Richard Davey
a1e10a4bbc
Added missing extends and removed setSF because defaults are 1,1 anyway
2018-04-11 15:39:30 +01:00
Felipe Alfonso
091d947eae
Container scroll factor implemented to the render functions
2018-04-11 11:02:04 -03:00
Richard Davey
30d73a0197
Container can now be assigned an arcade physics body
2018-04-11 13:37:38 +01:00
Richard Davey
276ae03aff
TODO
2018-04-11 13:17:42 +01:00
Richard Davey
e2a0a4a5a7
Start of getBounds
2018-04-11 13:17:35 +01:00
Richard Davey
2c37ce106d
Added default TMs
2018-04-11 13:17:26 +01:00
Richard Davey
e135f132d9
Added missing properties needed for input to work
2018-04-11 11:25:11 +01:00
Sean Bohan
b6480a0db7
Fix animationcomplete event name typo
2018-04-11 04:51:34 +08:00
Felipe Alfonso
14a651e509
Fixed inverted rotation on TransformMatrix
2018-04-10 14:13:23 -03:00
Richard Davey
1fa909081c
eslint fixes
2018-04-10 17:35:14 +01:00
Felipe Alfonso
1eaee870c7
Set rotation of container to be negative at render time. Removed unnecessary call to multiply on TransformMatrix rotate
2018-04-10 13:25:13 -03:00
Richard Davey
be7b52b1b9
No longer extends List, but implements its own methods directly.
2018-04-10 15:21:46 +01:00
Richard Davey
68ef6f8630
Removed parentContainer reference
2018-04-10 15:21:04 +01:00
Richard Davey
bf81a7dd06
TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
2018-04-10 15:20:50 +01:00
Richard Davey
cdfe2e0ea2
Fixed references
2018-04-10 04:13:38 +01:00
Richard Davey
3c5d3db267
Testing exclusive setting
2018-04-09 17:33:55 +01:00
Richard Davey
ca2a575726
Added jsdocs
2018-04-09 16:46:03 +01:00
Richard Davey
12b6b26838
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-04-09 16:43:37 +01:00
Richard Davey
5c69bd054e
Added property getters
2018-04-09 16:42:33 +01:00
Felipe Alfonso
9d39bd7b45
Container alpha added
2018-04-09 12:32:08 -03:00
Richard Davey
381963c014
Removed localToWorld (no longer needed)
2018-04-09 16:01:16 +01:00
Evan Cobb
4270660c31
adding documentation to some files with only one [description] tag
2018-04-08 14:13:02 -05:00
Richard Davey
70bedbdce0
Check if animation exists
2018-04-08 17:01:43 +01:00
Richard Davey
cc1dba4ba9
Merge pull request #3511 from hexus/fix/graphics-generate-texture
...
Fixed renderCanvas() call in Graphics.generateTexture()
2018-04-07 16:09:32 +01:00
Richard Davey
d1788d8a4c
Updated jsdocs
2018-04-07 15:58:08 +01:00
Richard Davey
777325c046
Removed callbacks, added events and added new stop methods
2018-04-07 12:36:35 +01:00
Richard Davey
e0dc28e4ba
Fixed lint errors and added jsdocs
2018-04-06 11:15:15 +01:00
Chris Andrew
f70f92b038
Fixed explicit check for undefined GraphicsCanvasRenderer's parentMatrix, which meant null could not be passed as an argument.
2018-04-05 21:07:45 +01:00
Chris Andrew
9293891c82
Fixed renderCanvas() call in Graphics.generateTexture().
...
Introduced by altering the signature of the Canvas renderers (c232642a
).
2018-04-05 19:08:54 +01:00
Felipe Alfonso
0e401bb6fe
Fixed order on getWorldTransformMatrix
2018-04-05 14:11:48 -03:00
Richard Davey
eb0f3c3ec1
Added missing Container components
2018-04-05 16:53:40 +01:00
Richard Davey
da6db3f29e
Added transform methods
2018-04-05 16:50:37 +01:00
Richard Davey
c3ba80c4e5
Added jsdocs
2018-04-05 16:50:21 +01:00
Richard Davey
7e64b4d624
Automatically remove from display list
2018-04-05 15:28:34 +01:00
Richard Davey
fb04cd4869
Containers are now exclusive
2018-04-05 14:59:57 +01:00
Richard Davey
183896f8ff
Added parentContainer
property
2018-04-05 14:56:43 +01:00
Richard Davey
13df64c01f
Extends List
2018-04-05 13:52:42 +01:00
Richard Davey
6ccb0f2dc4
Accepts optional children array
2018-04-05 13:52:24 +01:00
Richard Davey
e0f95bb3fa
Now using proper array
2018-04-05 13:52:11 +01:00
Richard Davey
ba4693d140
jsdoc fix
2018-04-05 13:51:37 +01:00
Richard Davey
85671883e8
Tidying up
2018-04-05 11:25:22 +01:00
Richard Davey
c1517d60ed
eslint fixes
2018-04-05 09:28:04 +01:00
Richard Davey
054ceafae0
Added jsdocs to Container and made add
support arrays
2018-04-05 09:23:29 +01:00
Richard Davey
4f6239dadb
jsdoc and eslint fixes
2018-04-05 09:02:36 +01:00
Felipe Alfonso
e02efcfeb3
Merge branch 'master' into containers
2018-04-04 14:06:24 -03:00
Felipe Alfonso
c232642a52
Parent matrix is applied to canvas context on each draw function
2018-04-04 14:05:59 -03:00
Richard Davey
9f9c7dea61
Added setProgress
2018-04-04 17:19:02 +01:00
Felipe Alfonso
eafb488e25
Merge branch 'master' into containers
2018-04-04 13:15:42 -03:00
Felipe Alfonso
96b8db4685
Added parentMatrix to all canvas rendering functions
2018-04-04 13:14:55 -03:00
Felipe Alfonso
7b275e2c62
DrawImage works with parent matrix
2018-04-04 12:31:45 -03:00
Richard Davey
fa2320238e
More jsdocs fixes and staggerPlay fix
2018-04-04 16:27:33 +01:00
Felipe Alfonso
5026566084
Container Canvas Rendering function
2018-04-04 12:22:10 -03:00
Richard Davey
e734e7ef6b
Extensive Animation API changes to use milliseconds, improve docs and access to properties
2018-04-04 16:13:45 +01:00
Felipe Alfonso
bea7ca36ad
Merge branch 'master' into containers
...
# Conflicts:
# src/renderer/webgl/pipelines/TextureTintPipeline.js
2018-04-04 12:07:41 -03:00
Richard Davey
552cfe3c5e
Animation Component overhaul
2018-04-04 14:44:09 +01:00
Richard Davey
c251eceaf6
jsdoc fixes
2018-04-04 14:43:53 +01:00
Richard Davey
51d29b818d
Animation.updateFrame will now call setSizeToFrame
on the Game Object, which will adjust the Game Objects width
and height
properties to match the frame size. Fix #3473
2018-04-04 13:14:41 +01:00
Richard Davey
96507beda1
Added setLetterSpacing
method and exported value in toJSON
( #3480 )
2018-04-04 11:34:39 +01:00
Richard Davey
af12eaac77
Merge branch 'master' into FR3472
2018-04-04 11:28:58 +01:00
Richard Davey
dac030dd3e
Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
2018-04-04 11:13:19 +01:00
Felipe Alfonso
198180fec6
Fixed issue https://github.com/photonstorm/phaser/issues/3475
2018-04-03 12:03:02 -03:00
Travis O'Neal
2ec70cac48
Added a letterSpacing property to BitmapText
2018-04-02 09:42:24 -04:00
Travis O'Neal
43ea5f239c
Updated @since to the appropriate version
2018-03-30 14:07:28 -04:00
Travis O'Neal
d6265a59dd
Initial Commit
2018-03-30 13:46:44 -04:00
Felipe Alfonso
749a69c387
Merge branch 'master' into containers
2018-03-30 11:50:54 -03:00
Antriel
630732f9fc
jsdoc generics fix
2018-03-30 14:43:58 +02:00
Felipe Alfonso
4f8ddd73bb
Merge branch 'master' into containers
2018-03-29 12:35:40 -03:00
Felipe Alfonso
0186e122a6
If a container is nested the parentContainer property is setted
2018-03-29 12:34:23 -03:00
Richard Davey
37589ffe00
jsdoc updates
2018-03-29 15:12:32 +01:00
Richard Davey
cef9050627
jsdoc fixes
2018-03-29 14:53:06 +01:00
Richard Davey
e7191e9d8e
jsdoc updates
2018-03-29 13:48:14 +01:00
Richard Davey
91008232ad
jsdoc fixes
2018-03-29 13:12:07 +01:00
Richard Davey
562344fed0
The ComputedSize Component now has setSize
and setDisplaySize
methods. This component is used for Game Objects that have a non-texture based size.
2018-03-29 12:55:28 +01:00
Richard Davey
fba8183d94
Fixed docs order
2018-03-29 12:54:33 +01:00
Richard Davey
aec64c635e
Removed floats
2018-03-29 12:54:12 +01:00
Felipe Alfonso
e0f678d1ff
Merge branch 'master' into containers
2018-03-28 20:49:00 -03:00
Felipe Alfonso
88ed9bd3b8
transform to container space
2018-03-28 20:47:57 -03:00
Richard Davey
747f09af86
jsdoc fixes
2018-03-28 15:04:09 +01:00
Richard Davey
15c4334dc7
jsdoc fixes
2018-03-28 14:11:46 +01:00
Richard Davey
f10efda8f0
font
is non-optional, so removed coordinates as optional
2018-03-28 12:05:03 +01:00
Felipe Alfonso
b23ad3b130
Fixed issue with creating containers and graphics with scene.make.
2018-03-27 17:32:33 -03:00
Felipe Alfonso
d544701495
parentMatrix added to individual game object render function
2018-03-27 14:49:09 -03:00
orblazer
ae0b3b841b
Fix types on GameObjects
2018-03-27 14:52:58 +02:00
Felipe Alfonso
9a2ec4225a
Merge branch 'master' into containers
2018-03-26 21:17:07 -03:00
Richard Davey
1f44366bc7
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-27 01:09:34 +01:00
Richard Davey
933e193ccf
Group.destroy has a new optional argument destroyChildren
which will automatically call destroy
on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246
2018-03-27 01:09:30 +01:00
Richard Davey
25cbb320a5
Merge pull request #3453 from orblazer/genericTypes
...
Change structs for generic types
2018-03-27 00:37:34 +01:00
Felipe Alfonso
f6eef58608
Merge branch 'master' into containers
2018-03-26 19:57:11 -03:00
Felipe Alfonso
eac2b8338e
parentTransformMatrix argument added to texture pipeline
2018-03-26 17:23:18 -03:00
Samid\Sami
20b9930335
Fix calling non existing start() instead of startFollow() in setPath(config)
2018-03-25 10:44:24 +02:00
Felipe Alfonso
5bcd12fcb7
Base container rendering + sprite batching with parent matrix
2018-03-23 14:15:52 -03:00
orblazer
f42f1bf132
Change structs for generic types
2018-03-23 16:54:12 +01:00
Richard Davey
2cd7da0126
The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451
2018-03-23 10:00:25 +00:00
Richard Davey
04b5985724
Merge pull request #3445 from delftswa2018/3385-Rendertexture-alpha-not-changing-in-WEBGL-mode
...
Fix changing alpha in RenderTextureWebGLRenderer
2018-03-22 14:52:14 +00:00
Gerard van Alphen
78c1e86021
Fix changing alpha in RenderTextureWebGLRenderer
2018-03-22 14:58:41 +01:00
Richard Davey
5816b863fa
Removed TransformNode so it doesn't break the 3.3 CI build
2018-03-22 13:19:52 +00:00
Richard Davey
0ef92e1172
Merge branch 'pr/3439'
2018-03-21 16:06:56 +00:00
Richard Davey
8e7944a1b4
Updated EventEmitter reference
2018-03-21 14:09:58 +00:00
Richard Davey
3f0ee709f0
Renamed methods to avoid confliction with Animation component
2018-03-21 14:09:30 +00:00
orblazer
439df07fd5
Fix "object" type on GameObjects and Input
2018-03-21 12:19:31 +01:00
Richard Davey
db613c793a
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-21 03:17:00 +00:00
Richard Davey
786d181a91
Sorted the components
2018-03-21 03:16:49 +00:00
orblazer
4f7f2b8981
Fix RemoveCallback call on Group
2018-03-21 00:32:13 +01:00
orblazer
5a518f2e5f
Fix "object" types on Camera and GameObjecs
2018-03-20 23:28:26 +01:00
Richard Davey
d329724ae5
Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
2018-03-20 19:00:48 +00:00
Richard Davey
28206e872f
Merge pull request #3433 from orblazer/fix-types
...
Fix "any" types
2018-03-20 16:28:43 +00:00
orblazer
7fba122321
Fix "any" types
2018-03-20 17:15:49 +01:00
Richard Davey
31bf979eb2
Merge pull request #3432 from orblazer/fix-types
...
Fix nullable and multiple types
2018-03-20 15:31:17 +00:00
Felipe Alfonso
701d43b3c3
TransformNode Implemented for nested transformations
2018-03-20 12:15:14 -03:00
orblazer
87633fdfad
Fix multiple types on GameObjects
2018-03-20 15:56:31 +01:00
orblazer
4cff464555
Fix nullable types
2018-03-20 15:36:03 +01:00
Richard Davey
b6f2c80ae6
Groups will now listen for a destroy
event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418
2018-03-20 01:08:45 +00:00
Richard Davey
cb5b12e9d3
The GameObject destroy
event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.
2018-03-20 01:05:53 +00:00
Richard Davey
3591edcb73
Merge pull request #3417 from rexrainbow/master
...
Bug fix: font might not sync to context
2018-03-20 00:34:51 +00:00
orblazer
b4a30b8e43
Add callbacks on GameObjects
2018-03-19 22:27:16 +01:00
orblazer
bf630f7d57
Fix types in JSDocs
2018-03-19 19:49:14 +01:00
Richard Davey
620bcc6ae5
jsdoc fixes and additions
2018-03-19 13:45:00 +00:00
orblazer
87d6cdaff8
Update JSDoc on GameObjects
2018-03-19 13:50:32 +01:00
orblazer
90def456f2
Update JSDoc on GameObjects
2018-03-19 12:54:31 +01:00
Rex
4125e74550
Bug fix: font might not sync to context
...
Sync font before runWordWrap
2018-03-18 22:53:02 +08:00
Richard Davey
cc0998660e
Updated jsdocs
2018-03-18 13:43:37 +00:00
Richard Davey
a8886a60d3
Actually round the value.
2018-03-17 17:03:30 +00:00
Richard Davey
05a4385cd7
jsdoc fixes
2018-03-16 17:29:39 +00:00
Richard Davey
24eec0ccd0
Merge pull request #3365 from samme/feature/tilesprite-settileposition
...
Add Phaser.GameObjects.TileSprite#setTilePosition
2018-03-16 12:55:03 +00:00
Richard Davey
19ea528c99
Merge pull request #3392 from samme/feature/group-create-active
...
Add `active` to Group create methods
2018-03-16 12:51:21 +00:00
Richard Davey
1fea31bac8
Fixed package names
2018-03-16 00:46:39 +00:00
Richard Davey
19a17bcf63
Updating docs
2018-03-15 17:27:30 +00:00
samme
731b006ec3
Add active
to Group create methods
...
- Adds `active=true` argument to Group#create
- Adds `active=true` config value to Group#createMultiple etc.
2018-03-14 12:22:08 -07:00
Richard Davey
1d23aad976
TextStyle has two new properties: baselineX
and baselineY
which allow you to customize the 'magic' value used in calculating the text metrics.
2018-03-13 13:21:51 +00:00
Richard Davey
247e8b9337
Text.setFixedSize was incorrectly setting the text
property instead of the parent
property. Fix #3375
2018-03-12 16:34:21 +00:00
Richard Davey
1ebf639de3
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-12 16:30:16 +00:00
Felipe Alfonso
be81ddfd51
Fixed issue on RenderTexture canvas clear. The clearRect was affected by previous transformations
2018-03-12 13:30:05 -03:00
Richard Davey
267e8b4b84
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-12 16:27:49 +00:00
Felipe Alfonso
9585a1c78b
Fixed issue of render texture only rendering the first frame. It should've read the cut properties
2018-03-12 13:27:32 -03:00
Felipe Alfonso
e0a4577938
Fixed issue of TileSprite rendering pattern based on the power of 2 dimension on canvas.
2018-03-12 13:18:38 -03:00
Richard Davey
70d9c7d728
Always return the parent Text object, no matter the flow
2018-03-12 16:13:42 +00:00
Richard Davey
e2ad743b92
_this fix
2018-03-12 14:52:35 +00:00
Richard Davey
0368473b95
The SetFrame method now has two optional arguments: updateSize
and updateOrigin
(both true by default) which will update the size and origin of the Game Object respectively. Fix #3339
2018-03-12 14:45:18 +00:00
samme
f4e843038c
Expect v3.3.0
2018-03-12 07:23:20 -07:00
Richard Davey
edf1aa7cc1
The onContextRestored
callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368
2018-03-12 13:37:13 +00:00
samme
aebce8a695
Add Phaser.GameObjects.TileSprite#setTilePosition
...
Both arguments are optional.
2018-03-10 11:41:22 -08:00
Richard Davey
935a89342d
Calling setText
on a BitmapText object will now recalculate its display origin values. Fix #3350
2018-03-09 17:08:12 +00:00
Richard Davey
87f2d0f831
Merge pull request #3335 from iamchristopher/fix-group-clear-from-scene
...
Fixed Group doesn't remove children from Scene when cleared
2018-03-09 15:54:44 +00:00
Richard Davey
3ed077a6d7
Merge pull request #3358 from delftswa2018/3231-CANVAS-tilesprite-rotation-flip-scaling
...
Added rotation, scaling and flipping to TileSpriteCanvasRenderer
2018-03-09 15:51:35 +00:00
Richard Davey
2ee4f581f5
Merge pull request #3355 from rexrainbow/master
...
Add reference of GameObject class
2018-03-09 15:45:46 +00:00
Tom Catshoek
74b18921e8
Added rotation, scaling and flipping to TileSpriteCanvasRenderer
2018-03-09 15:16:34 +01:00
Hua
4719589382
Add reference of BuildGameObject, BuildGameObjectAnimation
2018-03-09 15:13:42 +08:00
Hua
cf8d4703b3
Add reference of GameObject class
2018-03-09 12:31:37 +08:00
Felipe Alfonso
9a21b4c7f4
Fixed issue with render texture tint
2018-03-06 15:56:33 -03:00
iamchristopher
1d402a732e
Fixed Group doesn't remove children from Scene when cleared
2018-03-05 19:04:01 -05:00
Richard Davey
a712dea197
eslint fix
2018-03-05 22:25:55 +00:00
Richard Davey
9ad7aeef1d
Merge pull request #3304 from rexrainbow/master
...
Add destroy event of gameobject
2018-03-05 21:56:07 +00:00
Richard Davey
c2f25b3742
Merge pull request #3240 from Twilrom/arc-fix
...
Update WebGL Graphics.arc to work more like on Canvas
2018-03-05 21:54:46 +00:00
Richard Davey
bfabe35cdf
eslint fixes
2018-03-05 21:49:08 +00:00
Felipe Alfonso
ddc85cfdc7
Added support for tint and alpha to RenderTexture
2018-03-05 16:57:41 -03:00
Lukas Jakob Hafner
97bfe2e752
Quick fix for missing lineSpacing
...
Reads lineSpacing if passed as attribute to `style` within text config.
2018-03-05 16:35:42 +02:00
Richard Davey
8d85a9bc72
Added jsdocs
2018-03-05 14:19:53 +00:00
Richard Davey
4c59d9a35d
Added jsdocs
2018-03-05 02:24:47 +00:00
Richard Davey
4d16b0c00a
eslint fixes
2018-03-05 01:45:28 +00:00
Richard Davey
ef3df149c6
Fixed RenderTexture flipY
2018-03-05 01:42:37 +00:00
Richard Davey
ae1c91cf6a
eslint fixes
2018-03-05 01:40:11 +00:00
Richard Davey
7341d7a6cf
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-02 17:49:01 +00:00
Richard Davey
4de9690f98
The setFrame
method of the Texture component has been updated so that it will now automatically reset the width
and height
of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead.
2018-03-02 16:23:43 +00:00
Felipe Alfonso
865f0a604e
Small fix on the MatrixStack rotation function
2018-03-02 11:29:04 -03:00
Hua
baeca90ae8
Add destroy event
...
Add destroy event of gameobject, also add a checking to prevent re-enter this destroy function.
2018-03-02 10:50:20 +08:00
Richard Davey
acc4922027
Fixes to the InputPlugin re: drop zones and addition of setInteractive argument.
2018-03-01 02:46:17 +00:00
Richard Davey
9a561ff385
Added roundPixels support to BitmapText canvas
2018-02-28 23:07:30 +00:00
Richard Davey
fdc1f3cab3
Added canvas roundPixels support for Text, Particles and TileSprites
2018-02-28 22:40:08 +00:00
Richard Davey
252a76f416
The Headless render mode has been implemented. You can now set HEADLESS as the renderType
in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256
2018-02-28 21:57:32 +00:00
Felipe Alfonso
14399d6910
TileSprite can now set frame of the pattern texture
2018-02-28 17:04:57 -03:00
Richard Davey
8ae3493296
setText updates
...
BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
BitmapText.setText will now cast the given value to a string before setting.
BitmapText.setText will not change the text via `setText` unless the new text is different to the old one.
2018-02-27 15:14:03 +00:00
Richard Davey
b447665533
Text.setText will check if the value given is falsey but not a zero and set to an empty string if so.
2018-02-27 15:13:39 +00:00
Richard Davey
34e5a282d2
AnimationComponent.play now calls setSizeToFrame()
and updateDisplayOrigin()
on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.
2018-02-27 01:09:09 +00:00
Felipe Alfonso
7c96e93c47
Canvas RenderTexture rendering added
2018-02-23 21:05:15 -03:00
Felipe Alfonso
9dbb4db4c6
Added inverted alpha to bitmap mask
2018-02-23 14:09:27 -03:00
Felipe Alfonso
ef8e92dc01
RenderTexture base webgl implementation
2018-02-23 00:44:22 -03:00
Richard Davey
fe5bd7e6bb
Fixed jsdoc errors
2018-02-21 22:51:05 +00:00
Felipe Alfonso
4b9b4c91a3
Dynamic BitmapText's origin is used on rendering the text
2018-02-19 18:20:30 -03:00
Felipe Alfonso
41bcaba43a
Dynamic BitmapText now uses origin component to render the text.
2018-02-19 18:16:57 -03:00
Richard Davey
3c65121cb3
eslint fixes
2018-02-16 19:17:49 +00:00
Richard Davey
50dac412be
eslint fixes and console removal
2018-02-16 19:08:50 +00:00
Richard Davey
d745b70330
The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
2018-02-16 19:07:58 +00:00
Richard Davey
5b4b5de075
TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
2018-02-16 18:54:33 +00:00
Richard Davey
86f00eeb52
eslint fixes
2018-02-16 18:17:51 +00:00
Twilrom
d45784f3c9
Remove some unnecessary calls to closePath.
2018-02-16 16:13:48 +01:00
Richard Davey
79520bfdc4
Added jsdoc
2018-02-15 14:33:36 +00:00
Richard Davey
d72c7d501a
Destroying a Game Object will now call destroy on its physics body.
2018-02-14 19:33:13 +00:00
Richard Davey
c80e2fde2c
Fixed use of List structure for the Blitter game object.
2018-02-14 12:25:17 +00:00
Richard Davey
2892f20e5c
Depth component added to the Zone Game Object. Fix #3213
2018-02-13 22:19:44 +00:00
Richard Davey
353dba4d5e
Added missing Target camera back, fixing Graphics.generateTexture in the process.
2018-02-13 08:08:48 +00:00
Richard Davey
2813ac8162
Moved PluginManager and merged configs into single root file for easier changing.
2018-02-12 23:03:48 +00:00
Richard Davey
275f6e40b2
Moved to sub-folder.
2018-02-12 22:16:27 +00:00
Richard Davey
ef87b33a10
Added jsdocs
2018-02-12 21:54:51 +00:00
Felipe Alfonso
9b2741387b
Resolution affecting camera display
2018-02-12 16:03:13 -03:00
Richard Davey
8bce7ea7c9
Added jsdocs.
2018-02-12 17:21:06 +00:00
Richard Davey
3493e272d6
Added jsdocs
2018-02-12 17:03:53 +00:00
Richard Davey
b6b8f70550
DisplayList now just extends List and removed the Plugin, as it acts as its own plugin now.
2018-02-12 16:59:57 +00:00
Richard Davey
d578e89828
Moved Mesh out of core and into its own Graphics extension.
2018-02-12 16:59:27 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
d67daa998e
If no value given, set to empty string.
2018-02-12 13:48:51 +00:00
Richard Davey
38b6d2834b
Added jsdocs
2018-02-10 17:11:36 +00:00
Richard Davey
2ece55c28e
Renamed folder to match namespace
2018-02-10 14:56:08 +00:00
Richard Davey
a71998d682
Updated origin call.
2018-02-09 15:23:26 +00:00
Richard Davey
5085ed5c9f
Added setOriginFromFrame.
2018-02-09 15:21:49 +00:00
Richard Davey
3422569a4a
setFrame will use a custom pivot, if set.
2018-02-09 15:21:39 +00:00
Richard Davey
e0899bfa00
Added jsdocs
2018-02-09 03:44:23 +00:00
Richard Davey
10193c181a
Fixed require paths.
2018-02-07 17:10:01 +00:00
Richard Davey
89fe7123e1
Moved to its own top-level folder.
2018-02-07 16:29:48 +00:00
Richard Davey
3c8470863a
Fixed undef error.
2018-02-07 16:16:26 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
8ae958037e
Added jsdocs
2018-02-07 02:46:11 +00:00
Richard Davey
33c9f39b9d
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-02-07 00:19:15 +00:00
Richard Davey
650ae3cf5a
Added jsdocs
2018-02-07 00:18:22 +00:00
Michael Hadley
50434227ac
Tile's flip/rotation is now only set by the flipX, flipY and rotation props
2018-02-06 18:17:15 -06:00
Richard Davey
5c0872485c
Added jsdocs
2018-02-06 22:56:27 +00:00
Richard Davey
645f1e618e
Added jsdocs
2018-02-06 22:37:56 +00:00
Richard Davey
2d4b7b5398
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-02-06 22:25:26 +00:00
Richard Davey
6efb94cce9
Added jsdocs
2018-02-06 22:25:23 +00:00
Felipe Alfonso
cff54d8511
Added tile rotation and fixed undefined resolution on webgl renderer config
2018-02-06 18:47:42 -03:00
Felipe Alfonso
cffc40b834
Fixed flip on blitter game object. Added camera scrollFactor to blitter canvas renderer
2018-02-06 17:19:11 -03:00
Richard Davey
8cd5e772d8
Added jsdocs
2018-02-06 19:22:20 +00:00
Richard Davey
0ebe23e396
Added jsdocs
2018-02-06 19:10:44 +00:00
Richard Davey
039d63b17d
Added jsdocs
2018-02-06 17:17:34 +00:00
Richard Davey
a42d1a3f3e
Added jsdocs
2018-02-06 16:37:35 +00:00
Richard Davey
b0bb397369
Added jsdocs
2018-02-06 16:15:22 +00:00
Richard Davey
26a496ac3f
Added jsdocs
2018-02-06 15:04:20 +00:00
Richard Davey
a4381d65aa
Added jsdocs
2018-02-06 14:13:30 +00:00
Richard Davey
36229eee79
Added jsdocs
2018-02-06 01:08:43 +00:00
Richard Davey
d838f4cfcd
Added jsdocs
2018-02-06 00:56:09 +00:00
Richard Davey
a8eae2bab7
Added jsdocs
2018-02-05 23:59:51 +00:00
Richard Davey
6df51372d5
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-02-05 22:08:52 +00:00
Richard Davey
45bda0b6ab
Added jsdocs
2018-02-05 22:08:48 +00:00
Felipe Alfonso
7b1ad0b307
transparent, clearBeforeRender and roundPixels now affect the rendering result
2018-02-05 19:06:02 -03:00
Richard Davey
b889a39bfb
Removed extra docs output line
2018-02-05 02:34:42 +00:00
Richard Davey
99913b9da4
More jsdoc updates
2018-02-01 05:48:56 +00:00
Richard Davey
9e8ee078e8
Fixed mixin jsdoc defs
2018-02-01 01:36:52 +00:00
Richard Davey
6611685640
Added jsdocs
2018-02-01 01:20:11 +00:00
Richard Davey
a506fcc3ac
Added jsdocs
2018-02-01 01:09:34 +00:00
Richard Davey
d457373287
Added Depth component and tidied up redundant parts of Transform
2018-02-01 00:50:15 +00:00
Richard Davey
c254cb2991
Added jsdocs
2018-02-01 00:25:33 +00:00
Richard Davey
950a125d71
Added jsdocs
2018-02-01 00:04:45 +00:00
Felipe Alfonso
4d03853935
Added cleanup routine for all webgl content on WebGLRenderer destroy function
2018-01-31 14:36:00 -03:00
Richard Davey
d8b2b6e340
jsdoc tweaks
2018-01-31 16:53:48 +00:00
Richard Davey
2a86400a28
Added in jsdocs
2018-01-31 13:54:44 +00:00
Felipe Alfonso
f294a17a79
Fixed light culling
2018-01-30 22:27:11 -03:00
Felipe Alfonso
0648161ca5
Added simple light culling
2018-01-30 22:11:51 -03:00
Felipe Alfonso
d9b04ef2e9
Light2D Plugin added to scene
2018-01-30 19:46:43 -03:00
Felipe Alfonso
de4b308fbd
Light2D update
2018-01-30 00:38:31 -03:00
Richard Davey
4ec30b8db8
Recoded the Data component
...
Added is back in as DataManager, which Game Objects can have an instance of. Plus exposed as DataManagerPlugin available to Scenes. Removed callback based system and implemented events and fixed the destroy method.
2018-01-30 00:55:27 +00:00
Michael Hadley
65beefce29
Fix #3169 : add optional param to Tile#setCollision & Tile.resetCollision to recalc faces
2018-01-29 16:51:08 -06:00
Michael Hadley
b537ebd966
Made CalculateFacesAt accessible as part of the tilemap API
...
This is used internally, but may be useful for some devs
2018-01-29 16:31:14 -06:00
Felipe Alfonso
71a6360a7b
Pipeline components added
2018-01-29 18:46:48 -03:00
Michael Hadley
dfab17fb7a
Tilemap helper methods for accessing objects from object layers
2018-01-27 10:27:12 -06:00
Michael Hadley
7acd9b0381
Tiled object parser: store points as xy objects instead of arrays
...
V2 used arrays, but other places in the codebase (and users) will expect an object with XY props over an array.
2018-01-27 08:34:11 -06:00
Michael Hadley
901b5f8ba9
Upgraded Tilemap object layer parser from v2
...
- Added ObjectLayer class to make the structure of an object layer clear
- Tilemap.objects is now an array of objects. This allows object layer properties to be parsed.
2018-01-27 08:27:56 -06:00
Michael Hadley
c7c94cdea8
Remove unnecessary v2 code: tilemap.collision
2018-01-27 08:05:45 -06:00
Michael Hadley
63123250d1
Add clairifying note to fix #3193
2018-01-26 15:34:03 -06:00
Richard Davey
79de1b860a
Added jsdocs
2018-01-26 15:37:42 +00:00
Richard Davey
feee8e34e8
Moved Container out of prod for now.
2018-01-26 05:25:30 +00:00
Richard Davey
50318435b6
Commented out physics destroy call.
2018-01-25 23:19:37 +00:00
Felipe Alfonso
c94810ad43
Merge branch 'master' into rendering-cleanup
2018-01-25 19:21:34 -03:00
Felipe Alfonso
7c4c439aa4
Diffuse lighting shaders. Also made light layer rendering pass through
2018-01-25 19:20:36 -03:00
Michael Hadley
05688ac598
Tile.GetBounds
2018-01-25 13:48:22 -06:00
Felipe Alfonso
d4f0d02745
Merge branch 'master' into rendering-cleanup
2018-01-25 15:45:15 -03:00
Michael Hadley
91f18d9c94
Added convenience method Tile.getTileData
2018-01-25 07:46:08 -06:00
Michael Hadley
a601c57163
Renamed TilemapLayer.map -> TilemapLayer.tilemap for consistency
2018-01-25 07:29:43 -06:00
Michael Hadley
13349145cb
Added Tile.tilemap convenience getter
2018-01-25 07:25:14 -06:00
Felipe Alfonso
7b3c2c6b1c
Removed old code
2018-01-25 02:27:30 -03:00
Felipe Alfonso
bd8e9b2003
Static Tilemap Layer rendering
2018-01-25 02:26:14 -03:00
Felipe Alfonso
80d9ef42b3
ParticleEmitterManager webgl rendering added
2018-01-24 22:10:30 -03:00
Felipe Alfonso
42482ecb26
TileSprite webgl rendering
2018-01-24 21:15:51 -03:00
Felipe Alfonso
195a59d3ba
Dynamic Tilemap rendering
2018-01-24 19:29:57 -03:00
Felipe Alfonso
06fa0afcc8
Dynamic Bitmap Text webgl rendering
2018-01-24 15:55:23 -03:00
Felipe Alfonso
69c56fc920
Merge branch 'master' into rendering-cleanup
2018-01-24 00:58:53 -03:00
Felipe Alfonso
5170784338
Graphics WebGL Rendering
2018-01-24 00:03:43 -03:00
Michael Hadley
e564a6cbe7
Tile helper methods for getting actual world bounds of a tile
2018-01-23 19:16:56 -06:00
Felipe Alfonso
ca465c8139
Fixed Quad
2018-01-23 21:58:37 -03:00
Felipe Alfonso
99d850346f
Text rendering added
2018-01-23 21:40:20 -03:00
Felipe Alfonso
502ce8ddea
Static BitmapText rendering. Added rect culling to TextureTintPipeline
2018-01-23 20:36:49 -03:00
Felipe Alfonso
dd9cef61cf
Image WebGL rendering
2018-01-23 17:32:20 -03:00
Felipe Alfonso
070d946dca
Mesh and Sprite rendering
2018-01-23 16:29:47 -03:00
Felipe Alfonso
336cc4e3fe
Merge branch 'master' into rendering-cleanup
2018-01-23 13:39:33 -03:00
Michael Hadley
ebabf97ce3
Comment clarification
2018-01-23 09:41:29 -06:00
Michael Hadley
4abf0df119
Added setCollisionFromCollisionGroup for easily setting collision from Tiled collision editor
2018-01-23 09:40:59 -06:00
Michael Hadley
2cabd15684
Added SetCollisionByProperty to Tilemap API
2018-01-23 09:05:37 -06:00
Michael Hadley
e31ea73ad4
Typo fix: Tilset -> Tileset
2018-01-23 08:38:43 -06:00
Michael Hadley
629ead9a37
Making Tileset comments more specific - better explains Tiled structure
2018-01-23 07:55:43 -06:00
Michael Hadley
b8b0f42153
getTileProperty -> getTileProperties
...
A tile can have multiple properties, so it makes more sense as a plural method name
2018-01-23 07:54:03 -06:00
Michael Hadley
c7a471e29a
Convenience for getting Tileset collision group from Tile
2018-01-23 07:52:53 -06:00
Michael Hadley
ab29015742
Convenience tile getters for looking up tileset & tilemap layer
2018-01-23 07:48:59 -06:00
Felipe Alfonso
0f0b422fd7
FlatTint Pipeline progress
2018-01-22 19:51:15 -03:00
Felipe Alfonso
2b043fff65
Removed RenderTarget and Shader from components
2018-01-22 18:53:15 -03:00
Felipe Alfonso
961f00ac11
BlitterPipeline added
2018-01-22 18:21:47 -03:00
Felipe Alfonso
e8610734b7
Merge branch 'master' into rendering-cleanup
2018-01-22 12:18:38 -03:00
Richard Davey
75e9349b3c
Text canvas width cannot drop below 1x1 pixels.
2018-01-22 12:21:42 +00:00
Michael Hadley
348da8c81e
MatterTileBody: wrapper around a Tile that provides access to a matter body
2018-01-21 12:53:27 -06:00
Felipe Alfonso
a4e79875d4
Merge branch 'master' into rendering-cleanup
...
# Conflicts:
# src/gameobjects/blitter/BlitterWebGLRenderer.js
2018-01-21 11:14:27 -03:00
Richard Davey
a8c0ee8839
Allow to pass a Frame object directly to a Bob
2018-01-20 17:45:01 +00:00
Richard Davey
d7611afaab
Fixed issue with setting Bob frame
2018-01-20 17:05:53 +00:00
Richard Davey
2fb3641824
Should be a string, not a Frame object
2018-01-20 16:35:47 +00:00
Richard Davey
a5a112114b
Added blitter coordinates to bob output
2018-01-20 16:21:59 +00:00
Richard Davey
d220634fb6
Added helper methods for flip, visible and alpha
2018-01-20 16:21:42 +00:00
Richard Davey
b951809791
Fixed children reference
2018-01-20 16:21:28 +00:00
Richard Davey
134c67a51b
Split into base class and plugin extension so other classes can use them too
2018-01-20 16:21:12 +00:00
Felipe Alfonso
f388391c25
Merge branch 'master' into rendering-cleanup
2018-01-18 14:28:02 -03:00
Richard Davey
d46662cd46
Swapped to using Number.MAX_VALUE
so repeat -1 now works properly in IE11 and below.
2018-01-18 14:59:32 +00:00
Richard Davey
2deb9edc9e
Plugins now check to see if the Scene is already booted and adapt accordingly.
2018-01-18 14:00:31 +00:00
Richard Davey
5a333bc2fd
Updated to new Plugin format, removed injection and mapping
2018-01-18 05:18:09 +00:00
Michael Hadley
821eae6eee
Bug fix: weltmeister parser
2018-01-17 18:38:55 -06:00
Michael Hadley
2e68f2507d
Added Weltmeister support to Loader & Tilemap API
2018-01-17 18:34:00 -06:00
Michael Hadley
72a14df466
Shortened Tilemap format names
2018-01-17 18:34:00 -06:00
Felipe Alfonso
4983b393e3
Merge with master
2018-01-17 18:30:39 -03:00
Felipe Alfonso
cfe07706e6
Cleaning up WebGLRenderer
2018-01-17 18:25:43 -03:00
Richard Davey
bae63901d7
fillPoint draws the rect in the center of the x/y coordinates instead of the top-left
2018-01-17 15:01:24 +00:00
Antriel
3348f5bd16
Added support for drawing filled ellipse to Graphics.
2018-01-17 11:36:28 +01:00
Michael Hadley
e9ab1725f3
Make tileset the source of truth for texture in both tilemap layers
2018-01-16 19:48:17 -06:00
Richard Davey
d1cd5cbc1d
Tidied up destroy
2018-01-17 00:29:23 +00:00
Richard Davey
ad49a01271
Fixed rogue input reference and hitTest signature
2018-01-16 23:50:01 +00:00
Richard Davey
f9a7939812
Lots of work migrating to the new plugin system, fixing references and exposing on the namespace
2018-01-16 22:28:29 +00:00
Richard Davey
8e07320596
Migrating to plugins
2018-01-16 19:49:13 +00:00
Felipe Alfonso
fd4f441146
DynamicBitmapText WebGL renderer updated
2018-01-16 16:32:27 -03:00
Richard Davey
674c1b5ba8
Moving plugins to their own locations
2018-01-16 18:34:37 +00:00
Felipe Alfonso
5c782c8f7d
Merge branch 'master' into rendering-cleanup
2018-01-16 13:17:39 -03:00
Richard Davey
89c04fc193
Merged Animation component.
2018-01-16 15:39:18 +00:00
Richard Davey
be756ed7fc
Renamed folder camera
to cameras
and split up the contents into proper namespaces. Merged inc files back into classes.
2018-01-16 15:07:04 +00:00
Felipe Alfonso
77d4493f43
Merge branch 'master' into rendering-cleanup
2018-01-15 21:44:47 -03:00
Michael Hadley
f86298b8d2
Tilemap layers now initialize their alpha from LayerData
...
This makes it easy to import layer alphas from Tiled
2018-01-14 16:16:47 -06:00
Felipe Alfonso
ad1701d0ed
Changed Image gl pipeline
2018-01-12 21:20:41 -03:00
Felipe Alfonso
8bb9b1309f
SpriteBatch pipeline re-implementation
2018-01-12 21:13:41 -03:00
Felipe Alfonso
3282ead8a7
Merge branch 'master' into rendering-cleanup
2018-01-12 14:11:18 -03:00
Richard Davey
c625b8735b
Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
2018-01-12 17:09:21 +00:00
Felipe Alfonso
40262eb0cb
Merge branch 'master' into rendering-cleanup
2018-01-12 12:42:45 -03:00
Richard Davey
718859b02e
Moved the depth sorting functions into the DisplayList class, as it's really the one responsible for it, not System.
2018-01-11 13:59:06 +00:00
Michael Hadley
fdc1af0cd2
Install isTilemap prop used by physics system for fast type checking
2018-01-10 20:45:28 -06:00
Felipe Alfonso
8e66cf9f98
Merge branch 'master' into rendering-cleanup
2018-01-10 17:05:32 -03:00
Felipe Alfonso
54274b782a
BlitterBatch pipeline working
2018-01-10 17:03:01 -03:00
Hal Helms
89e4289c9d
Fix WeightedRandomize.js
2018-01-09 22:26:02 -08:00
Hal Helms
42ad0ac399
Add semicolons to WeightedRandomize
2018-01-09 22:24:56 -08:00
Hal Helms
302eba15d9
Update WeightedRandomize docs for index arrays
2018-01-09 22:09:28 -08:00
Hal Helms
e128733f02
Update WeightedRandomize() to support index arrays
2018-01-09 22:05:34 -08:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
7a155f66fe
Added Tilemap back in and tested with Blitter object, and it works really fast.
2016-11-15 03:11:21 +00:00
Richard Davey
346fbc2cbd
Blitter + Bob now rendering and updating fully.
2016-11-15 01:57:42 +00:00
Richard Davey
e150efea1f
Added Blitter Game Object, for fast drawing of texture frames, with single level transforms.
2016-11-14 23:38:41 +00:00
photonstorm
fa3905c8c7
Containers added themselves to States properly.
2016-11-10 17:04:29 +00:00
photonstorm
38868d6ecf
Fixed Pixel Field.
2016-11-09 15:33:42 +00:00
photonstorm
7a35f68ddc
MainLoop rendering interpolation done.
2016-11-09 12:25:26 +00:00
Richard Davey
48f90fec34
Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
2016-11-08 01:50:57 +00:00
Richard Davey
4b42972a9b
Comment out some parts that don't work yet.
2016-11-07 00:33:42 +00:00
Richard Davey
d568d2bede
Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
2016-11-06 12:18:08 +00:00
Richard Davey
268e40ea7e
Add to 'state' by default now.
2016-11-03 22:26:39 +00:00
Richard Davey
a15747203e
Moved boot into Game, and added State property.
2016-11-03 22:26:16 +00:00
Richard Davey
6e284cf4f9
Removed test code.
2016-11-01 01:19:32 +00:00
Richard Davey
03b651f79f
Loads of tweaks re: Transform inheritance.
2016-11-01 00:31:45 +00:00
Richard Davey
8e2c5b7669
Removed dead code.
2016-10-31 00:03:57 +00:00
Richard Davey
c27b2f9fca
Changed batch limits. Currently running 20,000 pixels in 1 draw call.
2016-10-30 23:59:47 +00:00
Richard Davey
c4a79bfadc
Pixel Batch rendering working, and passing through properly.
2016-10-30 23:40:18 +00:00
Richard Davey
bd80999b33
Refined the Image and WebGL Renderers.
2016-10-30 22:58:14 +00:00
Richard Davey
a55df3f143
Added in the Pixel Field batch processor and start of the Game Object.
2016-10-30 22:57:50 +00:00
Richard Davey
577b81580a
New batch system working.
2016-10-30 14:57:38 +00:00
Richard Davey
f1760f961d
Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working.
2016-10-28 02:42:58 +01:00
Richard Davey
2b850ad4e8
Setting the anchor dirties the Transform.
2016-10-27 15:14:09 +01:00
photonstorm
fd3898742f
Added ability to toggle multi-texture support at run-time.
2016-10-25 16:44:23 +01:00
photonstorm
8de992175e
Renamed Renderer spriteBatch to just batch.
2016-10-25 14:30:29 +01:00
Richard Davey
120b6eb2bd
Blend Modes work. More optimisations in the batch manager.
2016-10-25 03:57:34 +01:00
Richard Davey
4c6691863c
Fixed Multi Texture support in the new batch manager.
2016-10-25 00:41:45 +01:00
photonstorm
2af81bdfba
Masses of refactoring in BatchManager, making it as compact and fast as possible.
2016-10-24 17:14:10 +01:00
Richard Davey
3cb806c86e
New addVerts method working.
2016-10-23 11:25:44 +01:00
photonstorm
64cd88f7b4
Trying out flash effect.
2016-10-19 17:17:26 +01:00
photonstorm
f1e8396b6f
Tidying up.
2016-10-19 14:30:43 +01:00
photonstorm
0a659bcf67
No longer needed.
2016-10-19 14:29:38 +01:00
photonstorm
fb3bb4b32f
Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication.
2016-10-19 11:54:00 +01:00
Richard Davey
5273799912
Added Color component to Stage and Image.
...
Added tint support into the Batch Manager.
2016-10-19 02:21:20 +01:00
photonstorm
18b12dfc3e
Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
2016-10-18 17:03:25 +01:00
photonstorm
3020e3b8cf
Updating core objects.
2016-10-14 08:59:24 +01:00
photonstorm
bfd391b251
Using Color component.
2016-10-14 08:58:26 +01:00
photonstorm
f9ffe098c3
Check the worldAlpha when rendering.
2016-10-14 06:32:03 +01:00
photonstorm
386e22b0fd
Commented out all the bg color stuff. It now just changes the canvas CSS.
2016-10-14 06:31:26 +01:00
photonstorm
9961eeee6b
Added worldAlpha property.
2016-10-14 06:31:01 +01:00
photonstorm
582d705b1f
Updated base game objects.
2016-10-14 04:09:22 +01:00
photonstorm
ff2caeeb1c
Some quick Image tests (will need to move to Sprite soon)
2016-10-14 02:21:21 +01:00
photonstorm
c5088d4ba6
Updated Factory to add to parent.
2016-10-14 02:21:04 +01:00
photonstorm
f6903df104
Stage now extends Container.
2016-10-14 02:20:01 +01:00
photonstorm
680ce51842
Updated Container methods, renamed renderers, added Factory.
2016-10-14 02:19:35 +01:00
Richard Davey
483c3eb34b
Updated to work with new Image properties.
2016-10-13 01:54:40 +01:00
Richard Davey
559126d7b5
Moved to using new Transform component, and adjusted other properties.
2016-10-13 01:54:18 +01:00
Richard Davey
72ee3c7a84
Updating Image game object to use the new Transform component.
2016-10-13 00:08:26 +01:00
photonstorm
9ed542781b
Added the new Data Component.
2016-10-12 15:19:04 +01:00
photonstorm
ce3308ea1d
Hooking the Loader and Cache into the new Texture Manager.
2016-10-11 14:52:17 +01:00
Richard Davey
3ac8c4fcc5
Tidied up the Children component.
2016-10-09 23:39:27 +01:00
Richard Davey
0af16817a5
Refactored GameObjects
to GameObject
.
2016-10-09 22:27:58 +01:00
Richard Davey
fb13151959
Start of the container.
2016-10-08 17:19:55 +01:00
Richard Davey
d137d3e989
Swapped over to using the new Factory.
2016-10-08 16:31:08 +01:00
Richard Davey
380e717e52
Finished off missing factories. Moved over the docs. Changed rogue @returns to @return everywhere.
2016-10-08 16:17:46 +01:00
Richard Davey
6d0dc5e003
Added BitmapText Factory.
2016-10-08 13:18:35 +01:00
Richard Davey
729020477a
New Game Objects structure in place, and starting to take shape.
...
Moved BitmapData and RenderTexture into the textures folder for now.
All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.
New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
f9fe6a3e94
Fixed canvas SpriteBatch and removed duplicate render functions.
2016-10-07 03:41:48 +01:00
Richard Davey
5b4280d694
Removed the matrix.
2016-10-07 03:34:42 +01:00
Richard Davey
35fd29a45a
Removed Pixi globals, and moved constructors above the prototype.
2016-10-07 03:32:37 +01:00
Richard Davey
0abf9d958d
Updated scaleMode global.
2016-10-07 03:22:59 +01:00
Richard Davey
3fab1ce385
Working through the Pixi globals and removing them.
2016-10-07 03:21:39 +01:00
Richard Davey
f6047763fa
Fixed Graphics rendering.
2016-10-07 02:53:34 +01:00
Richard Davey
ea9c9ae7b3
Removed gl texture ID.
2016-10-07 00:59:10 +01:00
Richard Davey
4cd0e833d5
Sorted out the mixin needed for the Canvas renderer.
2016-10-05 01:09:23 +01:00
Richard Davey
047a994334
Canvas and WebGL rendering Text again.
2016-10-04 22:47:05 +01:00
Richard Davey
28eb7a5f40
Adding in more renderer game objects.
2016-10-04 22:36:07 +01:00
Richard Davey
d55cc215ee
Moving more rendering functionality over.
2016-10-04 00:58:52 +01:00
photonstorm
1da95994a5
First pass of the newly re-structured Canvas Renderer (still using old texture system though).
2016-10-03 12:44:54 +01:00
Richard Davey
0aa6650422
Re-arranged methods and added parent.
2016-09-29 03:10:16 +01:00
Richard Davey
5cb7cc8e92
Start of the new Children component.
2016-09-29 02:29:56 +01:00
Richard Davey
6ce28658f6
PIXI.Float32Array, PIXI.Uint16Array, PIXI.Uint32Array and PIXI.ArrayBuffer have all been removed, and replaced with their own proper native versions. The polyfill now captures any instances where the browser needs to fall back to an Array instead.
2016-09-28 19:02:59 +01:00
photonstorm
c836d4bfbd
PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
...
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
f9a2c2a79e
PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
...
WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
2016-09-28 16:42:33 +01:00
photonstorm
69db3632d6
PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on.
2016-09-28 15:10:43 +01:00
photonstorm
879bcffc88
Removed PIXI.Utils and remapped functions to their new locations.
2016-09-28 14:02:02 +01:00
photonstorm
1e15012a91
PIXI.CanvasPool has been moved into the Phaser utils
folder, and renamed to Phaser.CanvasPool
. All references to PIXI.CanvasPool have been updated to match the new namespace.
2016-09-28 12:53:04 +01:00
photonstorm
508e5ae723
PIXI.TilingSprite has been removed, and all functionality merged in to Phaser.TileSprite, to cut down on the number of internal classes and inheritance going on.
2016-09-28 11:57:11 +01:00
Richard Davey
2005c9d86d
PIXI.RenderTexture has been removed, and all functionality merged in to Phaser.RenderTexture, to cut down on the number of internal classes and inheritance going on.
2016-09-28 01:40:29 +01:00
Richard Davey
1d7b54b7d4
Merged Sprite Batch updates.
2016-09-27 23:22:26 +01:00
Richard Davey
41ad0873d4
Fixing the Sprite Batch.
2016-09-27 23:20:38 +01:00
Richard Davey
2bc9c73838
The Video.playing property didn't check to see if the Video existed, and would throw the error Uncaught TypeError: Cannot read property 'paused' of null
if you called it after destroying the video (thanks @Tetley #2740 )
2016-09-26 23:35:41 +01:00
Richard Davey
0692bf01b5
If you called Video.changeSource, and then immediately called Video.play after it, it would fire the onComplete
event twice (thanks @jaraiza #2543 )
2016-09-26 23:28:41 +01:00
Richard Davey
f331697fee
Text.splitRegExp is a new property that allows you to control the regular expression that is used to split the text into multiple lines (@dai-shi #1403 )
2016-09-26 22:35:54 +01:00
Richard Davey
feb1b980c0
Text.width and Text.height now divide the result by the Text.resolution, to avoid incorrect dimensions on High DPI devices (thanks @mattahj #2146 )
2016-09-26 22:22:31 +01:00
Richard Davey
3f4decd59e
First pass at adding rotated atlas frame support in to the Canvas renderer.
2016-09-20 00:53:00 +01:00
photonstorm
a84021679b
Tidied up how crop destroys itself.
2016-08-25 16:41:26 +01:00
photonstorm
94a0dbe547
Text.updateText now sets Text.dirty = false
, which stops Text objects from having updateText
called twice on them after creation.
2016-08-25 14:16:48 +01:00
Richard Davey
d8cb40aa5e
Merge pull request #2700 from kjav/patch-2
...
Fixed typo in TileSprite.js comment
2016-08-25 13:04:31 +01:00
photonstorm
cbef6d6648
Formatting fix.
2016-08-22 18:38:40 +01:00
photonstorm
4382944a2e
A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688 )
2016-08-18 15:55:13 +01:00
kjav
314b088975
Fixed typo in TileSprite.js comment
...
Changed typo 'etch' in TileSprite.js to 'etc'. Related to pull request #2699
2016-08-18 15:40:19 +01:00
Richard Davey
a4de55c419
Merge pull request #2685 from valent-novem/dev
...
Fix rendering text with bounds and resolution
2016-08-16 21:12:57 +01:00
Richard Davey
49e40fc2d4
Typo
2016-08-16 20:59:59 +01:00
Sergey Z
68fe8b8058
Fix rendering text with bounds and resolution
2016-08-08 16:51:07 +03:00
Richard Davey
a0c6ae6c51
Phaser.Image now has the ScaleMinMax component.
2016-08-03 05:00:09 +01:00
Richard Davey
ce764e098d
As a result of changes in #2573 Graphics objects were calling updateLocalBounds
on any shape change, which could cause dramatic performances drops in Graphics heavy situations ( #2618 ). Graphics objects now have a new flag _boundsDirty
which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds
is called once in the postUpdate
method (thanks @pengchuan #2618 )
2016-07-23 12:52:35 +01:00
Richard Davey
b405570833
Docs fix #2624
2016-07-17 11:26:09 +01:00
Tomáš Blatný
2b90f2cb3b
BitmapData.js: fixed fluent interface
2016-07-15 20:16:35 +02:00
Richard Davey
4548d70369
Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278
)
2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278
Experimenting with new MainLoop + position interpolation.
2016-07-12 03:05:29 +01:00
photonstorm
ee202667ed
Huge docs update for all of the Game Object events.
2016-07-08 11:28:30 +01:00
Richard Davey
0014201917
Groups now have the following properties, which are getters and setters: centerX
, centerY
, left
, right
, top
and bottom
. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX
. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
...
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.
Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Richard Davey
c4d7870a31
* PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
...
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
2016-07-06 21:47:27 +01:00
Richard Davey
33150018ad
Text.fontPropertiesCanvas no longer uses a CanvasPool entry.
2016-07-06 20:59:28 +01:00
photonstorm
0036bf747f
BitmapData has a new, optional, fifth argument: skipPool
. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis.
2016-07-04 12:57:08 +01:00
photonstorm
32bec66031
Docs update.
2016-06-29 16:18:54 +01:00
Richard Davey
a0c771d47e
Text.setText has a new optional argument immediate
which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594 )
2016-06-27 22:42:01 +01:00
Richard Davey
8c5cea066a
Updated docs.
2016-06-23 00:45:24 +01:00
photonstorm
bd30181a2a
Docs update.
2016-06-20 12:18:39 +01:00
photonstorm
47f0224a40
Phaser 2.4.9 release.
2016-06-17 01:11:24 +01:00
photonstorm
9dd745167c
Docs fix.
2016-06-16 17:18:49 +01:00
photonstorm
4da3b15ae2
Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs.
2016-06-16 17:01:51 +01:00
photonstorm
5bcf84f5a4
Added offsetX and offsetY arguments to Bounds.alignTo.
2016-06-16 15:51:12 +01:00
Richard Davey
ed8fbd9a6c
All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method alignTo
. It allows you to align the Game Object to another Game Object, or a Rectangle. You can specify one of 9 positions which are the new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
and so on (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners or the screen or game world, or align them against other Sprites, using this method.
2016-06-16 02:00:46 +01:00
Richard Davey
0efcf68b21
The Game Object Bounds component has been updated to include two new properties: centerX
and centerY
. This means you can, for example, now get the horizontal center of a Sprite by called Sprite.centerX
. These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration.
2016-06-16 01:00:11 +01:00
Richard Davey
123e61c018
The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously Sprite.left
, Sprite.right
, Sprite.top
and Sprite.bottom
were read-only, but they are now available to be set as well, and take into consideration the anchor and scale of the Game Objects.
2016-06-16 00:33:48 +01:00
photonstorm
bc00c900e9
BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context.
...
BitmapData.copyTransform allows you to draw a Game Object to the BitmapData, using its `worldTransform` property to control the location, scaling and rotation of the object. You can optionally provide
BitmapData.drawGroup now uses the new `copyTransform` method, to provide for far more accurate results. Previously nested Game Objects wouldn't render correctly, nor would Sprites added via `addChild` to another Sprite. BitmapText objects also rendered without rotation taken into account, and the Sprites smoothing property was ignored. All of these things are now covered by the new drawGroup method, which also handles full deep iteration down the display list.
2016-06-14 15:29:56 +01:00
photonstorm
fb3f7721cb
Working through updating BitmapData.copy to use the source matrix instead, so it retains the correct draw sequence order.
2016-06-13 17:01:33 +01:00
Richard Davey
a180882d27
Fixed the data object not being created.
2016-06-06 00:31:46 +01:00
photonstorm
96711f4db9
Added the Weapon Plugin and worked lots on its docs.
2016-06-03 15:09:43 +01:00
Richard Davey
097add1aa6
Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data
. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
2016-06-03 01:08:32 +01:00
photonstorm
a81fe3cf02
jshint fixes.
2016-06-02 15:38:05 +01:00
photonstorm
21b5492e98
Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the webkitendfullscreen
event to detect this, and dispatches the onComplete
signal should that event fire (thanks @kelu-smiley #2498 )
2016-06-02 15:26:11 +01:00
Richard Davey
56cc7dc155
Merge pull request #2519 from TadejZupancic/patch-1
...
Fixing measurement of text width that produced too narrow canvas
2016-06-02 14:53:17 +01:00
TadejZupancic
317c85db90
Fixing measurement of text width that produced too narrow canvas
...
When using a style on characters (e.g. addColor), the length of the whole line with default style was measured ignoring the different width of the characters with added style.
I've included the measureLine function, which does the same measurements as updateLine, but it does not render the line to canvas - it only returns the line length.
Now this function is used for measuring line of text if some style is added to it.
2016-06-02 11:10:40 +02:00
kevinleedrum
c1a2970488
Fixing issue #2496 : Wrapped BitmapText not centering
2016-05-24 09:09:38 -04:00
photonstorm
a6a2c61240
Sprites that had a tint on them, that then had their frame changed via either Sprite.frame
or Sprite.frameName
wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton #2453 )
2016-05-17 21:04:40 +01:00
photonstorm
4fd2524c61
Text.setStyle has a new argument update
which will optionally automatically call updateText
after setting the new style (thanks @staff0rd #2478 )
2016-05-16 12:55:27 +01:00
photonstorm
f34b567295
BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture.
2016-05-12 03:48:14 +01:00
photonstorm
1d18c70371
BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead.
2016-05-11 16:38:42 +01:00
photonstorm
1adece490a
Docs update.
2016-05-04 02:02:13 +01:00
Lewis Pollard
719b4bb7f6
Alter BitmapText to use toString on text parameter in constructor
...
The BitmapText property accessor for the text property uses toString on the value passed in, meaning Numbers can be passed in as the text value with no problem. However, passing a Number into the constructor results in the following exception as it isn't implicitly converted to a string in a similar manner.
phaser.js:71890 TypeError: text.substr is not a function
at Phaser.BitmapText.updateText (http://localhost/phaser/build/phaser.js:56283:21 )
at new Phaser.BitmapText (http://localhost/phaser/build/phaser.js:56034:10 )
at Phaser.GameObjectFactory.bitmapText (http://localhost/phaser/build/phaser.js:46318:26 )
at Object.Boot.create (http://localhost/phaser/:46:34 )
at Phaser.StateManager.loadComplete (http://localhost/phaser/build/phaser.js:29240:35 )
at Phaser.Loader.finishedLoading (http://localhost/phaser/build/phaser.js:71446:25 )
at Phaser.Loader.processLoadQueue (http://localhost/phaser/build/phaser.js:71403:18 )
at Phaser.Loader.asyncComplete (http://localhost/phaser/build/phaser.js:71476:14 )
at Phaser.Loader.xmlLoadComplete (http://localhost/phaser/build/phaser.js:72413:14 )
at .<anonymous> (http://localhost/phaser/build/phaser.js:72236:34 )
This simply mimics the logic in the property accessor by running toString on the text value and using an empty string if null to allow Numbers to be passed into the constructor.
2016-04-13 15:24:29 +01:00
photonstorm
b9f62e77e6
You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989 )
2016-04-07 03:45:21 +01:00
photonstorm
fc7b5c79e3
Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400 )
2016-04-07 00:14:41 +01:00
photonstorm
0945083a4b
Removed further mentions of RenderTexture re: TileSprite.
2016-04-06 23:58:34 +01:00
photonstorm
b3757ed862
jsdocs update #2384
2016-04-06 02:33:29 +01:00
Richard Davey
71056ccb69
Merge pull request #2371 from stoneman1/dev
...
Fixed video for future
2016-04-06 01:08:22 +01:00
photonstorm
4d69b13977
Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380 )
2016-04-06 00:44:55 +01:00
photonstorm
c33b53fa95
BitmapData has a new property frameData
which is a Phaser.FrameData container instance. It contains a single Frame by default, matching the dimensions of the entire BitmapData, but can be populated with additional frames should you wish to create animations from dynamic BitmapData textures.
2016-04-06 00:43:21 +01:00
photonstorm
f9949166be
Text that used fonts which had numbers in their names wouldn't be correctly rendered unless you explicitly set the font property after creation. You can now pass font names with numbers in them as the font style object correctly (thanks @And-0 #2390 )
2016-04-04 23:20:04 +01:00
photonstorm
bc4b828b51
BitmapData.copy, and by extension draw, drawFull, drawGroup, etc, would incorrectly handle drawing a tinted Sprite if it was using a frame from a texture atlas (thanks @PhaserDebugger #2405 )
2016-04-04 22:53:13 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
photonstorm
12f3bd6cc5
The Destroy component will now call TweenManager.removeFrom, removing any active tweens from the TweenManager upon the Game Objects destructions (thanks @PokemonAshLovesMyTurkeyAndILikeYouTwo #2408 )
...
Tween.update will now return `false` (flagging the Tween for destruction) should the Tween.target property every become falsey. This can happen if the object the Tween was tracking is destroyed, nulled or generally removed..
2016-04-04 22:06:16 +01:00
Richard Davey
8e880eddee
Merge pull request #2402 from jakewilson/dev
...
Added ability to kill a Game Object when it leaves camera bounds.
2016-04-04 21:52:30 +01:00
photonstorm
63b3b3e887
Negative lineSpacing in Text objects will no longer crop the bottom pixels off lines of text (thanks @gaelenh #2379 #2374 )
2016-04-04 21:36:37 +01:00
photonstorm
f9ff892510
Formatting.
2016-04-04 21:25:21 +01:00
slash
fbdf8073ad
Add "maxLines" style attribute to Text object, maximum number of lines
...
to be shown for wrapped text or 0 for no limit. (default).
2016-04-03 10:08:35 -05:00
Jake Wilson
ae663f97aa
Added ability to kill a Game Object when it leaves camera bounds.
2016-03-28 20:34:00 -04:00
Stoneman1
ee335fe466
Fixed backwards compatibility issue.
2016-03-02 13:28:44 +02:00
Stoneman1
5bdc1c05b4
MediaStream.stop() deprecated. Using MediaStreamTrack.stop() instead.
2016-03-02 12:34:28 +02:00
photonstorm
17071b578c
BaseTexture.destroy wasn't correctly removing the texture from the BaseTextureCache if it was a cached CanvasPool entry (such as Text objects use), causing drawImage errors in Canvas mode, and just blank textures in WebGL (thanks @civet #2339 )
2016-02-18 12:59:40 +00:00
Richard Davey
b629539176
SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951 )
2016-02-17 03:23:56 +00:00
Richard Davey
0c52b9316a
Text with lineSpacing set wouldn't apply the lineSpacing to the final line of text in the Text string, or to text with just single lines. This could lead to incorrect height calculations for further layout and unwanted padding at the bottom of Text objects (thanks @Lopdo #2137 )
2016-02-17 03:14:51 +00:00
photonstorm
5bcfa08af6
Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811 )
2016-02-04 16:00:21 +00:00
Richard Davey
a4c5fb9660
BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
2016-02-03 23:08:54 +00:00
Richard Davey
10209dc8f5
GameObject.revive used to add the health amount given to the Game Object (via heal
) instead of setting it as the new health amount. It now calls setHealth
instead, giving it the exact amount (thanks @netgfx #2231 )
...
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
2016-02-03 21:44:06 +00:00
Richard Davey
034428e92c
Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture
. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture
argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown ( #2261 )
2016-02-03 11:41:37 +00:00
Richard Davey
8043d29aa6
BitmapData would always create a private _swapCanvas
which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically moveH
and moveV
), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions).
2016-02-03 11:41:37 +00:00
Richard Davey
75d6bbb251
Updated defs and improved jsdocs for #2277
2016-02-02 23:37:08 +00:00
Richard Davey
d4edbe6619
Merge pull request #2277 from slashman/exposeWrappedLinesOnText
...
Alow precalculating the results of text wrapping.
2016-02-03 01:32:49 +02:00
Richard Davey
88f1ea95d2
Fixed BitmapText.cleanText so it works properly with new-lines within the text.
...
BitmapText would crash if it tried to render a character that didn't exist in the font set. Any character that doesn't exist in the font set now renders a space character instead.
BitmapText would load and parse the kerning data from the font, but would never use it when rendering. The kerning values are now applied on rendering as well (thanks @veu #2165 )
2016-02-02 22:54:01 +00:00
Richard Davey
bceca55c8f
Merge pull request #2222 from FracturedShader/patch-2
...
Update BitmapData.shiftHSL, limitValue -> clamp
2016-02-02 02:31:54 +02:00
Richard Davey
5893224f10
The Style object passed in to Phaser.Text is now cloned instead of referenced. This means you can adjust single Text instances without invaliding other Text objects using the same style object (thanks @asyncanup #2267 )
2016-02-02 00:29:46 +00:00
Richard Davey
34aff350eb
The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303 )
2016-02-02 00:18:50 +00:00
Richard Davey
1d2d707b32
Merge pull request #2168 from nlotz/dev
...
fix typos in API docs
2016-02-01 19:01:58 +02:00
Richard Davey
e551254b52
Merge pull request #2209 from FracturedShader/patch-1
...
Update BitmapData.setHSL to accept 0
2016-02-01 18:57:29 +02:00
Richard Davey
76e2dc66ee
Fixed docs ( #2216 )
2016-02-01 16:42:03 +00:00
Richard Davey
37d9b3402d
Merge pull request #2226 from milkey-mouse/fix-retrofont-smoothed
...
Change RetroFont.smoothed from string to boolean
2016-02-01 18:32:22 +02:00
photonstorm
d7b6d4e784
jshint fix (missing semi-colon)
2016-01-13 16:15:46 +00:00
photonstorm
70437a0bdd
Clean text automatically on creation.
2016-01-13 15:18:42 +00:00
photonstorm
6a868cba5e
BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by BitmapText.updateText
.
2016-01-13 15:15:51 +00:00
photonstorm
36d9c8d673
Changed from a space to '' and added 'replace' argument.
2016-01-13 15:14:14 +00:00
slash
5cc6b5962b
Add missing assignations required for wrapping calculations to work
...
correctly
2016-01-03 16:54:27 -05:00
slash
ef7c2c6275
Alow precalculating the results of text wrapping. This may be useful for
...
example if the developer wants to control pagination, in which case
he may know in advance the total number of lines the text will wrap to,
and then set it on batches.
2016-01-03 16:33:33 -05:00
Robert Plante
8f1450ecca
Update to BitmapData.setHSL to follow conventions
2015-11-23 12:46:12 -05:00
Milkey Mouse
19845eb691
Changed RetroFont.smoothed from string to boolean
2015-11-22 21:37:28 -08:00
Robert Plante
45195848bc
Update BitmapData.shiftHSL, limitValue -> clamp
...
`math.limitValue` does not exist so it was changed to `math.clamp` which provides the desired functionality.
2015-11-17 15:34:42 -05:00
Robert Plante
e236cac1e6
Update setHSL
...
Checking `if (h)` yields `false` when `h = 0`, but 0 is an acceptable value here. Had to decide between caching HSL verification and doing `typeof` 3x/pixel and opted for the temporary variables.
2015-11-17 14:15:26 -05:00
photonstorm
609b38c6e1
BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208 )
2015-11-17 14:07:56 +00:00
photonstorm
1c169ef571
Video jsdoc fixes.
2015-11-02 11:51:15 +00:00
Richard Davey
799efa3079
You can use the new const Phaser.PENDING_ATLAS
as the texture key for any sprite. Doing this then sets the key to be the frame
argument (the frame is set to zero). This allows you to create sprites using load.image
during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.
2015-10-31 01:04:14 +00:00
nlotz
da45d04a70
fix typos in API docs
2015-10-27 09:10:14 +01:00
photonstorm
efc69ff463
Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141 )
2015-10-16 16:44:51 +01:00
photonstorm
45d92d4217
ScaleMin and ScaleMax stopped working in Phaser 2.3.0 due to an incorrect transform callback scope (thanks @brianbunch #2132 )
2015-10-13 13:32:55 +01:00
photonstorm
84373dc478
Removed use of the tilePosition
property in the Phaser.Rope class as it isn't implemented and caused calls to Rope.reset
to crash (thanks @spayton #2135 )
2015-10-13 12:20:02 +01:00
Richard Davey
e097a1227e
Merge pull request #2052 from nickryall/fix-for-text-centered-on-sprite
...
adjust wrapped text that is centered to sprite via anchor
2015-10-13 13:50:11 +03:00
photonstorm
e01a754732
Removed the FrameDebugger and moved to its own branch.
2015-10-12 11:10:37 +01:00
Richard Davey
8899eddd9a
BitmapData.clear now automatically calls BitmapData.update at the end of it.
2015-09-29 14:02:26 +01:00
Richard Davey
5a275f14a8
Removing dead code.
2015-09-28 03:26:27 +01:00
photonstorm
de5283b989
The default Button.onOverMouseOnly value has changed from false
to true
. If you used this in your touch enabled games then please be aware of this change ( #2083 )
2015-09-22 15:24:52 +01:00
Richard Davey
9f08442304
Merge pull request #2103 from pnstickne/wip-2062
...
Fixes #2062 and forward-support for pointer modes
2015-09-22 17:14:32 +03:00
Paul
31e5202eff
Fixes #2062 and forward-support for pointer modes
...
Impact:
- *none for touch devices*
- *low* / 'expected behavior' for mouse devices
Adds a PointerMode enumeration value for better simple input
discrimination in the future.
The added Button#justReleasedPreventsOver controls if a just-release event
on a pointer prevents it from being able to trigger an over event.
The default value is PointerMode.CONTACT which means this 'release guard'
applies only to touch inputs.
It should fix #2062 as Mouse (PointerMode.CURSOR) input is not caught in the default.
Also expands Button#forceOut to accept a PointerMode value such that it
can be controlled per-input mode.
This is a configurable partial revert of a possibly rogue commit in 2.1.3
and the behavior persists through 2.4.3.
2015-09-22 01:12:43 -07:00
Richard Davey
61edd1b458
FrameDebugger can now handle Text and BitmapText.
2015-09-16 03:18:15 +01:00
photonstorm
8db23545da
jsdoc updates.
2015-09-10 15:57:55 +01:00
Richard Davey
d7a42370a4
BitmapData.move, moveH and moveV have a new optional wrap
argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false).
2015-09-07 01:16:43 +01:00
photonstorm
8833a509eb
jsdoc fix.
2015-09-02 16:16:52 +01:00
nickryall
ca795af457
adjust wrapped text that is centered to sprite via anchor
2015-09-02 10:50:03 +12:00
Richard Davey
41906c5ac1
When the Text width was being calculated it would add the strokeThickness
value twice, causing an alignment offset (thanks @nickryall #2039 )
2015-08-31 11:33:18 +01:00
Paul
26a6338072
Change splice.call(arguments, ..) to use slice
...
- Bypasses issue of usage incorrectly omitting 2nd argument to `splice`
- More clear of intent; `slice` does not modifify `arguments`
- `slice` is faster across all desktop browsers, by varying degrees
- Probably due to parameter-aliasing and de-opts when modified.
- Both `slice` and `splice` create a new Array object
2015-08-26 23:50:16 -07:00
Ben Sparks
b7efb93698
utilize the heal method instead of just adding to health when reviving, so that maxHealth is respected
2015-08-25 14:42:02 -07:00
photonstorm
4fa1ffb4cf
JSDocs update.
2015-08-20 12:47:59 +01:00
Richard Davey
994a7dae73
jsdoc fix #2013
2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42
BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world
as the parent object, and it will iterate through the entire display list.
2015-08-19 14:19:26 +01:00
photonstorm
176289f514
Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed.
2015-08-18 16:04:10 +01:00
photonstorm
b1a05a6f52
BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001 )
2015-08-18 13:48:08 +01:00
Richard Davey
7fbeb1c062
BitmapData.line draws a line to the BitmapData in the color and thickness specified.
...
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
62c87052cb
Merge pull request #1985 from yahiko00/master
...
Extra documentation and TypeScript definition file update
2015-08-06 14:20:26 +01:00
Yahiko Uzumaki
0416c6a9ee
Update BitmapData.js
...
Fix explanation.
2015-08-06 13:57:43 +02:00
yahiko
d412431947
Add extra information for the imageData property.
2015-08-06 13:49:51 +02:00
photonstorm
9a0b6c24a4
Text can now accept undefined
or null
as the text
argument in the constructor and will cast it as an empty string.
2015-08-06 10:28:49 +01:00
Richard Davey
7fc23c9abe
Text.setTextBounds didn't add the x and y values to the width and height offsets.
2015-08-04 23:06:07 +01:00
photonstorm
1fed360659
VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop.
2015-08-04 15:48:43 +01:00
photonstorm
e901fb80f6
Merging in the CanvasPool changes to the core.
2015-08-03 14:46:55 +01:00
photonstorm
50516e3d34
Testing CanvasPool.
2015-08-03 14:33:12 +01:00
photonstorm
4e857f19f6
BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969 )
2015-08-03 11:51:04 +01:00
Richard Davey
9362a2b1f4
Text with tints applied wouldn't update properly in Canvas mode.
2015-07-31 19:09:49 +01:00
Richard Davey
cbc68ab4c9
Merge pull request #1950 from jdnichollsc/dev
...
Added Text.addFontStyle and Text.addFontWeight
2015-07-31 16:00:47 +01:00
photonstorm
d23e5d6eba
BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets.
2015-07-31 15:58:00 +01:00
photonstorm
4b22f48c75
2.4.2 release.
2015-07-29 15:01:04 +01:00
Juan David Nicholls Cardona
655013da1b
Added Text.addFontStyle and Text.addFontWeight allows you to set styles and weights font within the Text.
2015-07-28 02:05:08 -05:00
photonstorm
9a83ddcab9
Updated to latest Creature runtimes, added to GameObjectFactory.
2015-07-23 13:25:08 +01:00
photonstorm
858ad51610
Phaser 2.4 release.
2015-07-22 15:31:30 +01:00
photonstorm
ffaa7d711f
Removed BaseTextureCache requirement from BitmapData.
...
Fixed jshint.
Updated TS defs.
2015-07-22 13:23:40 +01:00
photonstorm
915a757f96
Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false
to avoid throwing WebGL texture binding errors.
2015-07-22 12:43:43 +01:00
photonstorm
f15fe6706c
All undefined argument checks were changed from if (typeof x === 'undefined')
to if (x === undefined)
removing the typeof check and saving some bytes across the codebase in the process.
2015-07-22 10:37:15 +01:00
photonstorm
7144b10ad5
TileSprites fixed for WebGL.
2015-07-21 13:24:12 +01:00
Richard Davey
2d3b1ee383
Merge pull request #1911 from mthurlin/patch-1
...
game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Charlo
795a7c80a8
Improving JSON BitmapText implementation
2015-07-16 13:30:55 +02:00
Richard Davey
9c588d94e8
PIXI.BitmapText has been removed as a global array, as it is no longer used.
2015-07-16 01:29:32 +01:00
Richard Davey
3c7293ab57
Updated AnimationParser and fixed LoadTexture calls.
2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88
* The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
...
* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
photonstorm
f52b553eaf
Loads more Cache optimisations and tweaks.
2015-07-15 17:06:29 +01:00
photonstorm
81b553d8ee
Ok let's start removing these 'typeof' checks.
2015-07-15 16:33:26 +01:00
photonstorm
d663d290c2
hasFrameData added and some LoadTexture updates.
2015-07-15 16:33:01 +01:00
Markus Thurlin
d360384f4a
game.make.group() did not setup parent correctly
2015-07-15 14:30:28 +02:00
Richard Davey
4dec046c40
Added pendingDestroy to Groups.
2015-07-12 11:33:30 +01:00
photonstorm
5ad3698703
BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas.
2015-07-09 11:44:21 +01:00
Richard Davey
d027bf8ba7
BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects.
2015-07-09 00:19:07 +01:00
Richard Davey
7253ac368d
jsdoc update.
2015-07-08 19:11:41 +01:00
Richard Davey
3590272c51
All Game Objects have a new boolean property called pendingDestroy
. If you set this to true
then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748 )
2015-07-08 18:52:01 +01:00
photonstorm
64b1794d67
Rope.segments used the wrong vertices property, causing a runtime error.
...
Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
47e1d16a6d
jshint fix.
2015-07-08 16:00:03 +01:00
photonstorm
3012e49937
Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
...
Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c
BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
...
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.
BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1
Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs
can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object.
2015-07-08 01:15:31 +01:00
Richard Davey
3066f60f11
parseList support added.
2015-07-08 00:03:03 +01:00
Richard Davey
2e447ec01d
Tidied up tab handling a little.
2015-07-07 23:41:37 +01:00