Commit graph

685 commits

Author SHA1 Message Date
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