Richard Davey
e63b340f06
Update CHANGELOG.md
2019-01-28 13:40:52 +00:00
Richard Davey
3ee62e88e0
Update CHANGELOG.md
2019-01-25 17:29:53 +00:00
Richard Davey
9142260307
Texture filter mode is now based on game anti-alias setting.
2019-01-24 14:23:24 +00:00
Richard Davey
6d77884b92
Removed un-needed methods and reset keys on focus loss. Fix #4134
2019-01-24 11:55:34 +00:00
Richard Davey
4fea7f57f2
DataManager.pop
would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186
2019-01-24 11:11:07 +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
dc080c053d
README URL fix
2019-01-24 09:37:47 +00:00
Richard Davey
cf2095f0c8
The Arcade Physics Body has a new property maxSpeed
which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed
and it is applied in the World.computeVelocity
method
2019-01-24 00:26:29 +00:00
Richard Davey
60fbd9540e
Update CHANGELOG.md
2019-01-23 23:49:08 +00:00
Richard Davey
510f9e8a60
Update CHANGELOG.md
2019-01-23 23:17:56 +00:00
Richard Davey
dd221f54a6
Update CHANGELOG.md
2019-01-23 23:10:51 +00:00
Richard Davey
67679f58f6
Return actual booleans from button checks and reset buttons to zero correctly.
2019-01-23 23:00:29 +00:00
Richard Davey
8111d8062e
Pointer.up
and Pointer.down
now use a hasOwnProperty
check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down
2019-01-23 22:34:48 +00:00
Richard Davey
2a478abb86
Update CHANGELOG.md
2019-01-23 22:03:49 +00:00
Richard Davey
9651d4dba1
New Input Manager process event.
2019-01-23 15:50:57 +00:00
Richard Davey
ea9678cc85
Removed TextStyle auto-quotes and added docs instead.
2019-01-22 14:02:25 +00:00
Richard Davey
4c24799eac
Arcade Physics could trigger a collide
event on a Body even if it performing an overlap check, if the onCollide
property was true
2019-01-18 16:16:14 +00:00
Richard Davey
b73ba710ab
Update CHANGELOG.md
2019-01-18 16:10:17 +00:00
Richard Davey
a151a02f2c
The Scene transitionstart
event is now dispatched by the Target Scene of a transition, regardless if the Scene has a create
method or not. Previously, it was only dispatched if the Scene had a create method.
2019-01-18 12:06:43 +00:00
Richard Davey
33189b429f
Update CHANGELOG.md
2019-01-17 18:38:39 +00:00
Richard Davey
44cff816ba
Added all the Sound Events.
2019-01-17 17:20:54 +00:00
Richard Davey
99cd0259fe
Spelling mistake fix.
2019-01-17 14:57:24 +00:00
Richard Davey
5494f6ac79
Arcade Physics Events
2019-01-17 14:04:36 +00:00
Richard Davey
8b9feb8a82
Added all of the Loader Events.
2019-01-17 13:04:26 +00:00
Richard Davey
25c1a5fe74
Added Texture Manager Events and moved 'ready' responsibility to it
2019-01-17 11:54:41 +00:00
Richard Davey
f9167d5fd5
Update CHANGELOG.md
2019-01-17 11:17:29 +00:00
Richard Davey
0297a6625c
Added Data Manager events and fixed some jsdoc links
2019-01-16 10:16:31 +00:00
Richard Davey
e882218fc4
Renamed boot to core and updated events accordingly
2019-01-15 16:17:04 +00:00
Richard Davey
69ea6ed590
Update CHANGELOG.md
2019-01-15 14:37:46 +00:00
Richard Davey
79dc611b95
Quote the font family in Text objects.
2019-01-12 16:31:48 +00:00
Richard Davey
988d1a2922
Update CHANGELOG.md
2019-01-11 16:47:31 +00:00
Richard Davey
83752c9a99
Update CHANGELOG.md
2019-01-11 12:12:12 +00:00
Richard Davey
caca07699d
Update CHANGELOG.md
2019-01-10 13:54:10 +00:00
Richard Davey
30dda882eb
Matter.TileBody.setFromTileCollision
no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.
2019-01-08 11:50:21 +00:00
Richard Davey
a8708f26cd
Update CHANGELOG.md
2019-01-06 23:36:16 +00:00
Richard Davey
6a361ba8ea
Line.Extend
is a new static function that allows you extend the start and/or end points of a Line by the given amounts.
2019-01-05 00:38:20 +00:00
Richard Davey
730c84e3e3
Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249
2019-01-04 16:34:59 +00:00
Richard Davey
566df734a0
MatterSprite
would set its type
property to be Image
. It now sets it to be Sprite
as it should do.
2019-01-04 14:16:10 +00:00
Richard Davey
439c644702
Fixed an API validation error in the chooseContext
method. Fix #4248
2019-01-04 14:05:53 +00:00
Richard Davey
36f08d83e6
The processDomCallbacks
method in the Input Manager wasn't correctly clearing the once
arrays. Responsibility for this has now been passed to the queue methods queueTouchStart
, queueTouchMove
, queueTouchEnd
, queueMouseDown
, queueMouseMove
and queueMouseUp
. Fix #4257
2019-01-04 14:03:21 +00:00
Richard Davey
a6447cd6b0
Updated docs and change log
2019-01-04 13:33:56 +00:00
Sean Heber
92d47f197f
Fixed spelling errors and did some light editing
2019-01-03 16:51:23 -06:00
Richard Davey
a18c838058
Update CHANGELOG.md
2018-12-21 18:51:59 +00:00
Richard Davey
98c68b8595
Update CHANGELOG.md
2018-12-21 02:47:14 +00:00
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
68a87516dd
Update CHANGELOG.md
2018-12-18 13:36:08 +00:00
Richard Davey
8ec71c7bd1
Update CHANGELOG.md
2018-12-18 12:12:52 +00:00
Richard Davey
3b1c578634
Update CHANGELOG.md
2018-12-18 11:39:08 +00:00
Richard Davey
7586f4df33
Update CHANGELOG.md
2018-12-13 13:10:18 +00:00
Richard Davey
ffd217dbdd
Fixed size calculation and updated docs
2018-12-13 11:46:17 +00:00
Richard Davey
caad527b29
Added getData and putData methods.
2018-12-13 00:30:13 +00:00
Richard Davey
b8fbd0d2c0
keydown and keyup events now fire for every possible key, no matter if they exist in the KeyCodes list or not.
2018-12-12 16:50:04 +00:00
Richard Davey
17e7ddedf7
Update CHANGELOG.md
2018-12-12 13:15:04 +00:00
Richard Davey
af5b1f2427
StaticBody.reset
in Arcade Physics would ignore the x
and y
values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224
2018-12-12 12:39:47 +00:00
Richard Davey
cc55ee73cf
Changing scaleX
or scaleY
on a MatterImage
or MatterSprite
would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206
2018-12-12 12:07:16 +00:00
Richard Davey
cc2981d590
Update CHANGELOG.md
2018-12-12 11:56:13 +00:00
Richard Davey
9ee0535621
Update CHANGELOG.md
2018-12-12 11:10:31 +00:00
Richard Davey
744bcf4791
Update CHANGELOG.md
2018-12-12 11:09:06 +00:00
Richard Davey
d9f89fbde1
Fixed lint error, added docs.
2018-12-11 09:31:56 +00:00
Richard Davey
27c1426856
Updated earcut from 2.1.1 to 2.1.4.
2018-12-10 16:35:11 +00:00
Richard Davey
a62f01e97c
Update CHANGELOG.md
2018-12-08 15:02:52 +00:00
Richard Davey
c3524b345f
Added CanvasTexture.drawFrame method.
2018-12-08 13:10:55 +00:00
Richard Davey
9dd7d2d8aa
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-12-07 19:28:48 +00:00
Richard Davey
f1113358b8
Update CHANGELOG.md
2018-12-07 19:28:43 +00:00
Richard Davey
06c6b280e7
New global adshowerror handler and better event flow.
2018-12-07 04:29:18 +00:00
Richard Davey
2ed6c649a3
Swapped ad events placement.
2018-12-07 01:49:01 +00:00
Richard Davey
e672592aef
Modified how ad placement loading works.
2018-12-07 01:39:30 +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
96fab45ced
Update CHANGELOG.md
2018-12-06 15:40:00 +00:00
Richard Davey
8955c50ab5
Update CHANGELOG.md
2018-12-06 14:47:29 +00:00
Richard Davey
bca8d9b0c9
Add Key capture information
2018-12-06 11:55:14 +00:00
Richard Davey
4174626b84
Update CHANGELOG.md
2018-12-05 16:07:51 +00:00
Richard Davey
2780babe10
Final Doc Jam merge
2018-12-03 15:16:23 +00:00
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
146745057a
Utils.Array.MoveUp
wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp
.
2018-11-29 23:33:54 +00:00
Richard Davey
52cfd5b4d6
Update CHANGELOG.md
2018-11-29 13:44:53 +00:00
Richard Davey
f3488b0d7c
Undid CSS background style
2018-11-28 15:51:31 +00:00
Richard Davey
171191e1d8
Added Camera centerOnX and centerOnY methods.
2018-11-28 13:24:29 +00:00
Richard Davey
f8cd23766e
Update CHANGELOG.md
2018-11-28 13:13:46 +00:00
Richard Davey
30972f4528
Camera.getBounds
is a new method that will return a rectangle containing the bounds of the camera.
2018-11-27 17:16:03 +00:00
Richard Davey
b0df6892b5
The Canvas SetTransform
method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
2018-11-27 13:54:59 +00:00
Richard Davey
91e4a91c5a
Added GetNearestPoint and GetShortestDistance methods
2018-11-27 00:42:37 +00:00
Richard Davey
2c78c22112
Geom.Intersects.PointToLine
has a new optional argument lineThickness
(which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square)
2018-11-26 23:28:07 +00:00
Richard Davey
a74616b090
Added getDistanceX and getDistanceY
2018-11-26 15:35:18 +00:00
Richard Davey
449c6a3ca5
Update CHANGELOG.md
2018-11-26 11:28:24 +00:00
Richard Davey
f51de18bb2
Updated docs and added quick bail-out clause
2018-11-26 11:27:02 +00:00
Richard Davey
93a76475ea
The Input Plugin was emitting a preUpdate
event, with the capital U, instead of preupdate
. This has now been corrected. Fix #4185
2018-11-26 11:13:25 +00:00
Richard Davey
31e0f95954
Update CHANGELOG.md
2018-11-21 11:53:50 +00:00
Richard Davey
ab85d480a7
Added setState method.
2018-11-21 02:24:54 +00:00
Richard Davey
7c00bd4dc8
Added Pointer.velocity and Pointer.angle as they're so common for gesture calculations.
2018-11-20 17:03:22 +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
625955178e
Updated docs
2018-11-20 12:45:47 +00:00
Richard Davey
c22edb548a
Update CHANGELOG.md
2018-11-20 11:07:50 +00:00
Richard Davey
8cd45a72b2
ESLint fixes
2018-11-20 11:02:19 +00:00
Richard Davey
ec570a639d
Update CHANGELOG.md
2018-11-20 10:33:09 +00:00
Richard Davey
274f86cc97
Update CHANGELOG.md
2018-11-20 10:31:26 +00:00
Richard Davey
e9274601a9
Update CHANGELOG.md
2018-11-20 10:21:06 +00:00
Richard Davey
319e4de0a1
Update CHANGELOG.md
2018-11-20 09:46:49 +00:00
Richard Davey
068ba0f7cd
Update CHANGELOG.md
2018-11-19 15:31:09 +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
eb5da1f26d
Docs update
2018-11-16 10:56:43 +00:00
Richard Davey
f85a79c0d7
There is a new boolean Game Config property called customEnvironment
. If set to true
it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType
of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166
2018-11-16 10:46:30 +00:00
Richard Davey
476a31093a
onFocus and onBlur ignore if locked
2018-11-13 19:47:47 +00:00
Richard Davey
578158cfcb
Updated docs
2018-11-13 17:04:31 +00:00
Richard Davey
fb768e6262
Update CHANGELOG.md
2018-11-13 15:27:46 +00:00
Richard Davey
9e36f80105
Update CHANGELOG.md
2018-11-13 15:15:43 +00:00
Richard Davey
7d202111f1
Update CHANGELOG.md
2018-11-13 10:31:44 +00:00
Richard Davey
34d12a643e
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-12 23:20:04 +00:00
Richard Davey
c75b233226
Update CHANGELOG.md
2018-11-12 23:19:53 +00:00
Richard Davey
38b11b8947
Update CHANGELOG.md
2018-11-12 23:01:34 +00:00
Richard Davey
5f92b05fd7
Added game config keyboard capture flag for global preventDefault handling.
2018-11-12 22:22:12 +00:00
Richard Davey
23cc8b84e3
Added getConnectedScores method
2018-11-12 17:15:00 +00:00
Richard Davey
0557ee071b
Updated setScore handling
2018-11-12 12:38:18 +00:00
Richard Davey
511707e4a7
Update CHANGELOG.md
2018-11-07 16:16:50 +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
Richard Davey
e34d759928
Removed sortGameObjects
and getTopGameObject
methods
2018-11-01 12:12:06 +00:00
Richard Davey
bed1141d9a
Added clearPipeline and rebindPipeline and force argument.
2018-10-25 14:13:40 +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
Richard Davey
7ca0edcdfc
Update CHANGELOG.md
2018-10-24 15:26:31 +01:00
Richard Davey
d3b573a615
MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
2018-10-24 14:08:49 +01:00
Richard Davey
7bfd213b0d
Update CHANGELOG.md
2018-10-23 17:47:59 +01:00
Richard Davey
b73d0dd80c
Added jsdocs
2018-10-22 13:47:46 +01:00
Richard Davey
956a0913b8
Added new jsdocs
2018-10-22 12:12:31 +01:00
Richard Davey
2180b1fe58
Update CHANGELOG.md
2018-10-19 18:32:14 +01:00
Richard Davey
aafac3df06
Update CHANGELOG.md
2018-10-19 16:14:54 +01:00
Richard Davey
ec443cce01
Update CHANGELOG.md
2018-10-19 15:33:47 +01:00
Richard Davey
73678526ce
Update CHANGELOG.md
2018-10-19 13:50:39 +01:00
Richard Davey
f639091a01
Update CHANGELOG.md
2018-10-19 13:32:40 +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
b52c63fe10
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-10-19 12:32:48 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
Richard Davey
c9b7ce3938
The Mouse Manager class has been updated to remove some commented out code and refine the startListeners
method.
2018-10-18 22:04:41 +01:00
Richard Davey
61f74a2fc6
The loadPlayerPhoto
function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete
event to fire properly.
2018-10-17 15:15:46 +01:00
Richard Davey
61008f4eda
3.15.1 Release
2018-10-16 16:24:43 +01:00
Richard Davey
017140f49a
Update CHANGELOG.md
2018-10-16 15:24:02 +01:00
Richard Davey
daee448528
Updated change log
2018-10-16 11:45:07 +01:00
Richard Davey
24837c4312
Updated log
2018-10-12 18:32:42 +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
4beffe842a
Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
2018-10-12 15:06:10 +01:00
Richard Davey
3e9cc42f49
Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices.
2018-10-10 13:41:47 +01:00
Richard Davey
1025362781
Updated log
2018-10-08 17:03:06 +01:00
Richard Davey
8994d8f13e
CameraManager.remove
has a new argument runDestroy
which, if set, will automatically call Camera.destroy
on the Cameras removed from the Camera Manager.
2018-10-05 18:30:00 +01:00
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
1b85512de2
Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off
2018-10-02 12:51:02 +01:00
Richard Davey
e4c38215cd
The RequestAnimationFrame.step
and stepTimeout
functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952
2018-10-02 11:33:05 +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
5bdf9aa21b
WebGLRenderer.deleteTexture
will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0
errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process
2018-10-01 16:32:42 +01:00
Richard Davey
ad2ef6a742
Preparing for 3.15 dev
2018-10-01 15:31:08 +01:00
Richard Davey
c6faa7c8a7
3.14 Release
2018-10-01 14:44:42 +01:00
Richard Davey
b3f3f6a9b5
If a Game instance is destroyed without using the removeCanvas
argument, it would throw exceptions in the MouseManager
after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015
2018-10-01 12:55:54 +01:00
Richard Davey
e297b3272e
Added hundreds of new jsdoc descriptions
2018-10-01 11:35:01 +01:00
Richard Davey
ec6715ba8b
Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize
was set to true
in the game config. Fix #4066
2018-10-01 10:38:39 +01:00
Richard Davey
56c26cfd18
Updated log
2018-09-29 11:21:48 +01:00
Richard Davey
38cacfd9f7
Added new jsdocs
2018-09-28 16:37:55 +01:00
Richard Davey
b687f051e9
Added new jsdocs
2018-09-28 15:00:55 +01:00
Richard Davey
c16ea9b93d
Completed DynamicTilemapLayer jsdocs
2018-09-28 14:46:31 +01:00
Richard Davey
43067aa30e
Completed Tilemap class docs
2018-09-28 14:02:12 +01:00
Richard Davey
99ba77c29d
Added jsdocs.
2018-09-28 12:45:01 +01:00
Richard Davey
c237209bb8
Added new jsdocs
2018-09-28 12:19:21 +01:00
Richard Davey
818a28073f
Added jsdocs
2018-09-28 11:04:19 +01:00
Richard Davey
24fdcb5ffd
New docs
2018-09-28 10:32:58 +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
82ddc031c7
Added new batch of jsdocs
2018-09-27 15:29:32 +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
c2f77a858b
Updated log
2018-09-27 13:09:47 +01:00
Richard Davey
aff073a6c0
Updated log
2018-09-27 12:12:33 +01:00
Richard Davey
e5e8f84e96
Updated log
2018-09-27 11:47:56 +01:00
Richard Davey
bed4abc8ed
Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats
2018-09-27 00:41:11 +01:00
Richard Davey
8cc7650f8c
Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds
call.
2018-09-26 17:15:22 +01:00
Richard Davey
32bd01daba
If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778
2018-09-26 16:49:18 +01:00
Richard Davey
6fef0fb57e
The Device.OS check for node
will now do a typeof
first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058
2018-09-26 16:36:45 +01:00
Richard Davey
849de9020c
Updated log
2018-09-26 16:32:48 +01:00
Richard Davey
b4e59405b4
Calling Tilemap.renderDebug
ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026
2018-09-26 16:18:44 +01:00
Richard Davey
c0e5197f7c
Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037
2018-09-26 16:07:32 +01:00
Richard Davey
94d21da3ca
The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002
2018-09-26 15:27:19 +01:00
Richard Davey
e9417825f0
Updated change log
2018-09-26 14:15:45 +01:00
Richard Davey
eb09c35056
The poly-decomp
library, as used by Matter.js, has been updated to 0.3.0.
2018-09-26 11:08:55 +01:00
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
2985a97c56
TileSet.getTileData()
has been updated so it will return tile data from either Tiled 1.1.x or the new Tiled 1.2.x JSON structure. Fix #3998
2018-09-25 16:20:34 +01:00
Richard Davey
600b226337
Updated log
2018-09-25 16:12:15 +01:00
Richard Davey
37d7b7b32d
The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049
2018-09-25 15:54:13 +01:00
Richard Davey
df8c0d8673
Calling Tilemap.renderDebug
ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061
2018-09-25 15:37:46 +01:00
Richard Davey
41920b07cc
Tilemap.setBaseTileSize
now sets the size into the LayerData baseTileWidth
and baseTileHeight
properties accordingly. Fix #4057
2018-09-25 15:19:57 +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
Richard Davey
89b9f42f3e
Adding jsdocs
2018-09-24 23:20:43 +01:00
Richard Davey
f869794346
Preparing for 3.14 work
2018-09-20 17:20:26 +01:00
Richard Davey
28d3336bd3
Updated change log and readme
2018-09-20 16:57:25 +01:00
Richard Davey
cd0bc6ae58
Updated log
2018-09-20 14:13:24 +01:00
Richard Davey
0646843d49
Updated log and docs
2018-09-19 14:13:55 +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
5ec26fa62d
Cameras now emit prerender
and postrender
events if they are set to render to textures.
2018-09-14 15:53:06 +01:00
Richard Davey
e92a01985e
If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033
2018-09-14 14:48:53 +01:00
Richard Davey
78874b6d78
Updated the change log
2018-09-14 14:03:44 +01:00
Richard Davey
2102653416
Updated change log
2018-09-14 12:33:27 +01:00
Richard Davey
b8302a7f08
Updated log
2018-09-14 10:36:24 +01:00
Richard Davey
aeda1c042b
If a Scene is already active (i.e. running) and you call start
on it (such as from another Scene) then it will shutdown the Scene first, before starting it again.
2018-09-13 16:32:02 +01:00
Richard Davey
5e6f52a0f7
Updated log
2018-09-13 13:31:03 +01:00
Richard Davey
1db44806ed
Updated log
2018-09-13 09:30:32 +01:00
Richard Davey
37d5de50cc
Updated log
2018-09-12 16:30:07 +01:00
Richard Davey
0a152949cb
Added setLineSpacing
method and docs.
2018-09-12 16:29:38 +01:00
Richard Davey
a418995c15
Fixed jsdoc versions and updated them for #4019
2018-09-12 15:34:48 +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
0436f1ff6d
If you flagged a Tween as paused
in its config, never started it, and then called Tween.stop
it wouldn't ever be removed from the _pending
array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023
2018-09-12 14:54:08 +01:00
Richard Davey
b1771a17dd
Updated InputPlugin event specificity flow and added stopPropagation support
2018-09-12 12:38:08 +01:00
Richard Davey
4d05e5ce7d
Updated change log
2018-09-10 20:44:28 +01:00
Richard Davey
0350e0d078
Updated change log
2018-09-10 11:29:35 +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
8216c11143
Updated log
2018-09-04 22:45:30 +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
Richard Davey
03aeaefe21
Preparing for 3.13 development
2018-09-04 16:01:42 +01:00
Richard Davey
cb1c6f614d
Preparing for 3.12 release
2018-09-04 15:42:10 +01:00
Richard Davey
382d6ae687
Updated log
2018-09-04 14:12:51 +01:00
Richard Davey
7c55e65543
Arcade Physics Body deltaX
and deltaY
methods will now return the previous steps delta values, rather than zero. Fix #3987
2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f
Arcade Physics World collideSpriteVsTilemapLayer
now syncs the collision results back to the body, allowing you to call collide
from within an update loop once again. Fix #3999
2018-09-04 12:12:51 +01:00
Richard Davey
a1610fd9d7
Log updated
2018-09-03 13:13:37 +01:00
Richard Davey
a2dc7929dc
Updated log
2018-09-01 10:22:03 +01:00
Richard Davey
d586483dc3
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-01 01:48:30 +01:00
Richard Davey
cdd75f85a2
Updated log
2018-09-01 01:47:00 +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
ecae9d0503
The setTintFill
method would ignore the alpha
value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992
2018-08-31 13:27:24 +01:00
Richard Davey
1f859208ea
Updated log
2018-08-29 16:35:18 +01:00
Richard Davey
00b9da47d5
Updated log
2018-08-29 16:12:05 +01:00
Richard Davey
7041bd99ec
The InputManager.inputCandidate
method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984
2018-08-29 11:57:30 +01:00
Richard Davey
cbfc208e5b
Updated log
2018-08-24 23:58:38 +01:00
Richard Davey
ca783182bf
Updated change log
2018-08-23 18:11:29 +01:00
Richard Davey
0e27dc33e4
When a Sprite3D object is added to a Camera via Camera.add
it is now added to the Display and Update Lists. Fix #3945
2018-08-23 15:53:33 +01:00
Richard Davey
fc51f3a2db
Updated log and added plugin readme
2018-08-23 15:44:53 +01:00
Richard Davey
a8b649cf98
Log update
2018-08-23 12:36:35 +01:00
Richard Davey
5443f9cf5a
Fixed the way the arc overshoot works.
2018-08-23 12:31:55 +01:00
Richard Davey
144cfaff8f
Previously the Input Manager would create a Touch handler unless the Game Config had input.touch
set to false
(the default was true). If no such property is set, it no longer defaults to true
and instead is set to whatever Device.input.touch
returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
2018-08-22 17:01:21 +01:00
Richard Davey
dc868f8368
You can now resize SVG files during load, before they are rendered to textures.
...
Also added scale support and fixed some viewBox settings (#3941 )
2018-08-22 15:43:09 +01:00
Richard Davey
65fb366ecd
Matter updated to 0.14.2. Fix #3929
2018-08-22 14:01:35 +01:00
Richard Davey
0dccc3a510
Updated jsdocs. Fix #3849
2018-08-21 23:48:03 +01:00
Richard Davey
2dfe321d67
The getPixelAlpha
and getPixel
methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937
2018-08-21 23:25:08 +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
Richard Davey
55c2de28b7
Updated log
2018-08-21 18:03:52 +01:00
Richard Davey
a98b3c3b15
In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951
2018-08-21 15:55:39 +01:00
Richard Davey
a7bbbb657d
Updated log
2018-08-21 15:40:40 +01:00
Richard Davey
3cc17f5c97
The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND
) and don't provide a seed for it
2018-08-21 14:06:41 +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
761415f051
Updated log
2018-08-20 18:46:10 +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
818fbb05c7
Updated log
2018-08-20 16:42:27 +01:00
Richard Davey
661070ec6a
Updated log
2018-08-18 16:46:03 +01:00
Richard Davey
4bdb0de312
The Arcade Physics Body.speed
property is now set whenever you set the velocity via setVelocity
or setVelocityX
or setVelocityY
which stops the body velocity being reset to zero if useDamping
is enabled. Fix #3888
2018-08-08 17:31:22 +01:00
Richard Davey
764de08ff4
Camera.ignore
can now take nested-arrays of Game Objects and also supports both Groups and Containers.
2018-08-08 16:46:14 +01:00
Richard Davey
452a364c0b
Updated log
2018-08-08 01:33:39 +01:00
Richard Davey
9af64d02ad
Updated log
2018-08-07 16:25:20 +01:00
Richard Davey
2d91d4a26b
You can now access the Game instance directly from a Scene using this.game
2018-08-07 11:19:20 +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
fbb67ac201
The CanvasRenderer.DrawImage
function has been removed, as has the associated drawImage
property from the Canvas Renderer as they're no longer used.
2018-08-06 15:24:51 +01:00
Richard Davey
702e738ffc
When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels
value to clamp the tile coordinates.
2018-08-06 14:16:36 +01:00
Richard Davey
50821c29ac
Updated jsdocs
2018-08-06 13:45:56 +01:00
Richard Davey
86965c28e4
The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893
2018-08-06 13:31:27 +01:00
Richard Davey
41c9f8b1e1
Docs update
2018-08-06 00:41:34 +01:00
Richard Davey
c2782d89ca
Updated log.
2018-08-03 19:31:02 +01:00
Richard Davey
c6cb0edf60
Updated log.
2018-08-03 19:17:17 +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
8c842f67de
Phaser.Utils.String.UUID
will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well.
2018-08-03 18:47:27 +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
31421ee00a
The CullTiles
updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
2018-08-03 00:40:56 +01:00
Richard Davey
eff01adbc9
Added divide argument to the Snap methods.
2018-08-03 00:34:11 +01:00
Richard Davey
c4c8b9e6ea
Added copyToContext method
2018-08-02 17:23:52 +01:00
Richard Davey
2a66e01577
Added source
property so we can purge TSs based on origin
2018-08-02 16:16:46 +01:00
Richard Davey
51163e6d4e
If you set window.FORCE_WEBGL
or window.FORCE_CANVAS
in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
2018-08-02 15:58:36 +01:00
Richard Davey
7566236d9b
Added isRenderTexture
property.
2018-08-02 12:34:57 +01:00
Richard Davey
3efc800bf7
Use global string to cut down on size a little.
2018-08-02 12:33:48 +01:00
Richard Davey
7ebf5766e8
Added docs for blankTexture and setBlankTexture.
2018-08-01 13:23:03 +01:00
Richard Davey
73524df816
The Game boot event flow has changed slightly. The Game will now listen for a texturesready
event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready
event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready
event to ensure that it is the first thing to be activated, before any other system.
2018-08-01 13:18:28 +01:00
Richard Davey
030911cf60
Log update
2018-07-31 23:22:45 +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
bc40830f00
Log update
2018-07-31 17:10:46 +01:00
Richard Davey
f26f78f0fe
Updated log
2018-07-31 11:53:02 +01:00
Richard Davey
fa2b78192c
The CameraManager
was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null
when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878
2018-07-31 11:34:59 +01:00
Richard Davey
7e73024d83
Added new noReturn
destroy boolean for when you absolutely want to nuke the site from orbit.
2018-07-31 10:29:11 +01:00
Richard Davey
3d23013b86
Body setSize changes to fix #3863 PR
2018-07-31 09:39:22 +01:00
Richard Davey
e799a0557a
Updated log
2018-07-31 09:31:13 +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
2889d68f93
Updated change log
2018-07-29 12:24:14 +01:00
Richard Davey
b30e4185b9
Updated log
2018-07-27 11:19:26 +01:00
Richard Davey
1abe90433f
Updated log and docs
2018-07-27 02:49:05 +01:00
Richard Davey
6163340f58
Updated log
2018-07-27 00:53:07 +01:00
Richard Davey
a3c4c60519
Log update.
2018-07-26 16:34:13 +01:00
Richard Davey
c65e7dc5fa
Updated log
2018-07-25 23:00:36 +01:00
Richard Davey
e2517486a1
Updated log
2018-07-23 15:52:55 +01:00
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
09bee35693
Updated log
2018-07-23 01:53:48 +01:00
Richard Davey
2c7280a2c0
Updated log
2018-07-23 01:39:37 +01:00
Richard Davey
2a008e6713
FileType.HTML
is a new file type loader that will load an HTML snippet and store it in the new html
cache. Access it via load.html
(this method was previously used to load html to textures, please see load.htmlTexture
for this feature now)
2018-07-19 13:21:51 +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
1d697b1371
Updated log
2018-07-19 00:42:37 +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
20f1b37256
eslint fix and log update
2018-07-18 15:06:56 +01:00
Richard Davey
b6a1033dbd
Fixed Camera FX for scaled camera sizes
2018-07-18 15:03:06 +01:00
Richard Davey
14ba51d928
Added Text.setResolution methods.
2018-07-18 14:45:10 +01:00
Richard Davey
1b9f5dc76d
Updated change log
2018-07-18 14:32:55 +01:00
Richard Davey
e29671282b
Updated change log
2018-07-17 22:44:28 +01:00
Richard Davey
73292c892a
Updated change log
2018-07-16 15:16:29 +01:00
Richard Davey
05e6f65d51
3.11 Release
2018-07-13 11:37:57 +01:00
Richard Davey
9a82bd33e5
Updated change log
2018-07-13 11:14:29 +01:00
Richard Davey
944ca91e85
Updated log
2018-07-13 08:30:57 +01:00
Richard Davey
b4ddd44105
Added cullCallback
support - the final step in culling. Don't like ours? Roll your own!
2018-07-12 17:06:36 +01:00
Richard Davey
8981cf4a03
Swapped from vec2 to explicit values for cullPadding
2018-07-12 16:51:54 +01:00
Richard Davey
b03d3ff783
Added support for cull padding
2018-07-12 16:44:36 +01:00
Richard Davey
52f50028c3
Updated change log
2018-07-12 16:32:36 +01:00
Richard Davey
7ea53767cd
Updated change log
2018-07-12 16:13:00 +01:00
Richard Davey
049f59da70
Updated log and packages
2018-07-12 01:14:52 +01:00
Richard Davey
872788db1e
Updated info
2018-07-11 17:20:13 +01:00
Richard Davey
e588ccc321
Updated log
2018-07-11 16:25:03 +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
cced09bad6
Added Pointer.prevPosition and getInterpolatedPosition method
2018-07-11 12:34:00 +01:00
Richard Davey
14354fd151
Added deprecation warning
2018-07-10 17:18:08 +01:00
Richard Davey
9c9e9cecbb
Updated log and lint fixes
2018-07-10 16:49:53 +01:00
Richard Davey
f813c3a4e3
Updated log
2018-07-10 16:34:29 +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
4d5eb4755b
Updated log
2018-07-09 23:02:31 +01:00
Richard Davey
6560f51699
Added jsdocs and updated change log
2018-07-09 22:35:48 +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
17653fcf7d
BitmapMask.destroy
will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
2018-07-09 14:26:45 +01:00
Richard Davey
cd508ab3f1
The ScenePlugin
will now queue all of the following ops with the Scene Manager: start
, run
, pause
, resume
, sleep
, wake
, switch
and stop
. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame.
2018-07-09 14:08:55 +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
cb7510b2e5
Updated log
2018-07-08 23:19:33 +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
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
901a75d053
setCrop will accept numbers or a Rectangle object
2018-07-06 12:57:42 +01:00
Richard Davey
f195a09530
Rectangle.Intersection
will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
2018-07-05 23:54:51 +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
4b0ed8a0da
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-07-03 00:14:28 +01:00
Richard Davey
c82c09914e
Updated UV values
2018-07-02 23:51:42 +01:00
Chris Andrew
3360825ec3
Fixed minor change log typos.
2018-07-02 23:10:16 +01:00
Richard Davey
a02d5ffdc8
Updated change log
2018-07-02 16:44:32 +01:00
Richard Davey
cf008e612c
Added e and f properties and multiplyWithOffset and copyFrom
2018-07-02 15:33:54 +01:00
Richard Davey
8a7ead03a8
Frame.glTexture
is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame
constructor.
2018-07-02 13:43:35 +01:00
Richard Davey
390ae5f683
Update
2018-07-02 13:32:20 +01:00
Richard Davey
fe61cfe2d1
You can now set the WebGL batch size in the Game Config via the property batchSize
. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
2018-07-02 12:33:46 +01:00
Richard Davey
b57d94ae33
Typo fixes
2018-06-29 01:07:14 +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
1bfe58ab55
remove can take an array of cameras and also no longer needs total to be > 0
2018-06-27 13:03:40 +01:00
Richard Davey
183f5c4260
CameraManager.getTotal
is a new method that will return the total number of Cameras being managed, with an optional isVisible
argument, that only counts visible cameras if set.
2018-06-27 12:45:54 +01:00
Richard Davey
f2b7fd0a32
Removed the cameraX properties because they fall out of sync on camera remove
2018-06-27 12:13:37 +01:00
Richard Davey
da2b91b460
ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
2018-06-27 11:31:51 +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
0fdeec2e26
Updated docs
2018-06-26 17:43:05 +01:00
Richard Davey
c2fbad8356
Added jsdocs. Now 100% complete!
2018-06-26 17:24:51 +01:00
Richard Davey
f1190529d2
ScenePlugin.start
and ScenePlugin.restart
will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
2018-06-26 16:35:45 +01:00
Richard Davey
b95f980023
Added in data object passing to all relevant methods #3748
2018-06-26 16:08:14 +01:00
Richard Davey
bb7b99a4db
Updated log and formatting
2018-06-25 22:53:42 +01:00
Richard Davey
c6c9b25fdc
Camera.alpha
(and its related method Camera.setAlpha
) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
2018-06-25 17:35:36 +01:00
Richard Davey
51468fdefc
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-06-25 16:25:42 +01:00
Richard Davey
d20188b75d
Removed camera pool, renamed current ID and added accessor properties
2018-06-25 16:10:50 +01:00
Richard Davey
0c55745206
Updated log
2018-06-25 16:06:31 +01:00
Chris Andrew
3b3005926a
Updated change log.
2018-06-24 00:55:57 +01:00
Richard Davey
6df877cfa3
Docs update
2018-06-23 12:33:20 +01:00
Richard Davey
472df6a7be
Camera.centerOn
is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
2018-06-21 15:54:54 +01:00
Richard Davey
2ff6845360
Camera.centerToBounds
didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706
2018-06-21 14:03:31 +01:00
Richard Davey
3e3b0d6397
Fixed issue where negative camera bounds wouldn't clamp properly
2018-06-21 12:33:20 +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
Richard Davey
8fadf99c85
Updated change log
2018-06-20 17:52:23 +01:00
Richard Davey
7d573a35eb
Added Camera.setDeadzone method, updated startFollow and added jsdocs.
2018-06-20 14:26:36 +01:00
Richard Davey
d15ac52f02
Updated log
2018-06-19 23:37:08 +01:00
Richard Davey
f1fe131e56
Tidying up Render Texture to make it more useful
2018-06-19 14:14:37 +01:00
Richard Davey
62661b46fb
Updated rounded rect functions
2018-06-19 13:17:38 +01:00
Richard Davey
56df2ea829
Updated change log
2018-06-19 12:40:29 +01:00
Richard Davey
e5fbcd5574
Calling Tween.play
on a tween created via TweenManager.create
wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play
will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763
2018-06-19 12:28:29 +01:00
Richard Davey
28851ff69b
Use hyphens instead of underscores. Fix #3751
2018-06-14 13:30:33 +01:00
Richard Davey
52d04ee5f9
The LoaderPlugin didn't emit the filecomplete
event if any of files failed to load, causing it to fail to run the Scene create
function as well. Fix #3750
2018-06-14 13:23:15 +01:00
Richard Davey
62deef81d8
Preparing for 3.11.0 development
2018-06-13 15:51:07 +01:00
Richard Davey
6456ef10a6
Touch pointer total fix
...
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
16f61b402b
3.10 Release
2018-06-13 09:00:40 +01:00
Richard Davey
641abd300b
Updated the change log
2018-06-12 16:21:44 +01:00
Richard Davey
6dba00a9a7
Updated change log
2018-06-12 13:15:07 +01:00
Richard Davey
5313343730
Pointers capped at 10 max.
2018-06-11 13:39:28 +01:00
Richard Davey
e6e33f5e21
Added Game.isOver and mouseover and mouseout events.
2018-06-11 12:32:25 +01:00