Richard Davey
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e7b1d086e7
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Moving all of the typedefs to properly namespaced scopes, rather than globals
\o/ ~ "Someone, save me!"
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2019-02-13 12:35:12 +00:00 |
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Richard Davey
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4e817497d4
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Namespace fixes
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2019-02-12 12:48:41 +00:00 |
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J.C
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cb0f3e079c
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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.
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2019-01-25 11:02:38 +08:00 |
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Richard Davey
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aa341854c7
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Happy New Year
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2019-01-15 16:20:22 +00:00 |
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Richard Davey
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5c6d1cbe17
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Merge pull request #4214 from matosummer/master
Add link to bitmaptext
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2018-12-12 11:27:00 +00:00 |
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Richard Davey
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4b27b37a0c
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Added texture and unit arguments to batchQuad and batchTri , fixing the y2k bug.
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2018-12-12 11:08:52 +00:00 |
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Mato
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87be97aaf0
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Add link to bitmaptext
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2018-12-05 16:29:18 +07:00 |
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Richard Davey
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6f8759c186
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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.
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2018-11-30 10:27:25 +00:00 |
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Richard Davey
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b0df6892b5
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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.
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2018-11-27 13:54:59 +00:00 |
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Richard Davey
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7441ff90ae
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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.
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2018-10-25 14:11:23 +01:00 |
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Richard Davey
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4c73be9dbd
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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)
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2018-10-25 14:10:12 +01:00 |
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Richard Davey
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4b1c762296
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Updated @memberOf to @memberof
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2018-10-10 10:49:13 +01:00 |
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Richard Davey
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a9063604dc
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Replace @readOnly with @readonly
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2018-10-09 13:40:00 +01:00 |
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Richard Davey
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fcaa2bfc4f
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Completing Game Object jsdocs
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2018-09-15 10:31:10 +01:00 |
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Richard Davey
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dedc939fdd
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initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified.
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2018-09-05 11:19:02 +01:00 |
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TadejZupancic
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7992924aae
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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.
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2018-08-14 12:15:59 +02:00 |
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Richard Davey
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84ef115c67
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Remove un-used code
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2018-08-08 15:01:41 +01:00 |
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Charles Burnham
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6a1c677677
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Add lineSpacing option to RetroFont Config
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2018-08-04 12:52:27 -05:00 |
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Richard Davey
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708a857a26
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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.
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2018-08-03 19:02:43 +01:00 |
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Richard Davey
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fc0dc13930
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Removed use of currentBlendMode and currentAlpha
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2018-08-03 01:53:51 +01:00 |
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Richard Davey
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9f44896a3f
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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.
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2018-08-03 01:29:18 +01:00 |
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Richard Davey
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4481795d32
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Swapped to using getX / getY
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2018-07-27 00:53:00 +01:00 |
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Richard Davey
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8873bdcbf6
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Fixed pipeline method call
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2018-07-26 23:50:54 +01:00 |
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Richard Davey
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106e32a4f5
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Removed un-used imports
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2018-07-19 13:26:11 +01:00 |
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Richard Davey
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ec5bd1912e
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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.
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2018-07-19 13:19:02 +01:00 |
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Richard Davey
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51f94cd444
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-07-11 16:25:26 +01:00 |
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Richard Davey
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5ba80defb7
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Pass GO to setPipeline
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2018-07-11 16:23:44 +01:00 |
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Chris Andrew
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0858797599
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Minor documentation fix for BitmapText.getTextBounds().
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2018-07-11 14:50:23 +01:00 |
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Richard Davey
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9c9e9cecbb
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Updated log and lint fixes
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2018-07-10 16:49:53 +01:00 |
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Richard Davey
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5fe74453fe
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Extends BitmapText, to save on lots of space
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2018-07-10 16:33:13 +01:00 |
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Richard Davey
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e145b6b7d3
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Fixed Dynamic Bitmap Text Rendering
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2018-07-10 16:33:01 +01:00 |
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Richard Davey
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434c8d1413
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Fixed issue with sprite matrix and camera scaling
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2018-07-10 13:59:49 +01:00 |
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Richard Davey
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6560f51699
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Added jsdocs and updated change log
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2018-07-09 22:35:48 +01:00 |
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Richard Davey
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39c05e4a96
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Added support for BitmapText alignment and internal dirty flag for calculation speed
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2018-07-09 21:57:51 +01:00 |
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Richard Davey
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f892d97475
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Removed indexCount
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2018-07-09 17:06:36 +01:00 |
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Richard Davey
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2d313ac927
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The start of adding multi-line alignment
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2018-07-09 17:06:20 +01:00 |
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Richard Davey
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f266acecc2
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Re-uses the bounds object, rather than re-creating constantly.
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2018-07-09 17:06:06 +01:00 |
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Richard Davey
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a16a7457bc
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Now stores the line data in the bounds object.
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2018-07-09 17:05:53 +01:00 |
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Richard Davey
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a3803a286f
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Fixed origin addition post-scale
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2018-07-09 16:17:52 +01:00 |
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Richard Davey
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91a48c30c4
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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)
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2018-07-09 16:06:36 +01:00 |
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Richard Davey
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5c554f3f69
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Started moving dynamic bitmap text renderer to its own function
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2018-07-07 12:34:24 +01:00 |
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Richard Davey
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dd0490dd57
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Removed batchBitmapText, tidied up and moved to its own renderer
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2018-07-07 12:22:45 +01:00 |
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Richard Davey
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7a23378015
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Unified use of roundPixels, antialias and pixelArt modes
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2018-06-27 15:15:00 +01:00 |
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Richard Davey
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90ba2608fa
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Added in Camera alpha support to all canvas renderers
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2018-06-25 16:24:08 +01:00 |
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Richard Davey
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5a0fe89a7e
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Swap _id to id
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2018-06-23 12:26:39 +01:00 |
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Chris Andrew
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a6b8b8ed31
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Documented the Text game object and its TextStyle companion.
Minor update to JSON representation descriptions.
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2018-06-14 14:27:58 +01:00 |
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Richard Davey
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9d52b6ac91
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Fixed jsdoc errors
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2018-06-12 17:05:39 +01:00 |
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Chris Andrew
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39ace6c9e9
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Finished all BitmapText descriptions, other than GameObject class descriptions.
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2018-06-06 17:34:18 +01:00 |
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Chris Andrew
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fb33fd045d
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Documented DynamicBitmapText display callbacks.
Finished up some DynamicBitmapText related descriptions.
Removed the align property from BitmapTextConfig, as it's not used.
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2018-06-06 17:26:55 +01:00 |
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Chris Andrew
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79c3242c68
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Tweaked and filled in a few more BitmapText related descriptions.
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2018-06-06 16:58:48 +01:00 |
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