Commit graph

208 commits

Author SHA1 Message Date
Richard Davey
f5376b20a4 BitmapText Drop Shadow working. Fix #5446 2020-12-14 09:34:32 +00:00
Richard Davey
0ee1338765 Better post pipeline call (less code) 2020-11-26 09:51:40 +00:00
Richard Davey
d2e2e86ef1 Updated accessor 2020-11-23 16:22:11 +00:00
Richard Davey
ec5da6930c Added post pipeline support to all Game Objects 2020-11-23 16:17:13 +00:00
Richard Davey
02c34cd64e Replace integer with number 2020-11-23 10:22:13 +00:00
Richard Davey
eee3feb667 Pass Game Object to batchQuad 2020-11-09 13:19:31 +00:00
Richard Davey
d3c70002ea Removed use of _tempMatrix from all renderers 2020-11-06 09:44:29 +00:00
Richard Davey
4ba2b0eb7b All swapped to using renderer matrices to make pipelines smaller 2020-10-28 16:52:59 +00:00
Richard Davey
d5de353890 You can now use setMaxWidth on DynamicBitmapText, which wasn't previously possible. Fix #4997 2020-09-22 16:52:36 +01:00
Richard Davey
6bf36083a8 Added setMaxWidth docs. Fix #4997 2020-09-22 16:48:38 +01:00
Richard Davey
5a6dec237c Fixed RetroFont Parser. Fix #5310 2020-09-22 16:47:05 +01:00
Richard Davey
4fd46f4d1f Fixed DynamicBitmapText WebGL Renderer. Fix #5303 2020-09-22 16:38:17 +01:00
Richard Davey
6a966e3f3b Removed interpolationPercentage parameter from all render methods, as it has never been used. 2020-09-14 15:33:58 +01:00
Richard Davey
8d25510b61 GameObjects.GetCalcMatrix is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText (Static and Dynamic), Graphics, Mesh, Rope, Shader, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. This dramatically reduces the amount of duplicate code across the API. 2020-09-14 15:01:40 +01:00
Richard Davey
e5ce83aebd New direct tint value 2020-09-14 11:06:16 +01:00
Richard Davey
4ade25fc79 No longer read private values for tint
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
d198818d80 Game Objects now call the new Pipeline Manager methods directly 2020-09-09 13:05:18 +01:00
Richard Davey
4ea080e8a8 JSDoc fix 2020-09-09 13:05:17 +01:00
Richard Davey
7e572c3577 Improves JSDocs 2020-08-25 09:54:09 +01:00
Richard Davey
e77639561b Use charIndex, not i 2020-08-06 17:06:10 +01:00
Richard Davey
6aaf54e8a7 Don't add frame if empty 2020-08-05 14:15:01 +01:00
Richard Davey
96a64eae4e ParseXMLBitmapFont has a new optional parameter texture. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser. 2020-08-05 12:46:28 +01:00
Richard Davey
a2c9c3cef6 Fix char right adjustment 2020-08-05 11:48:25 +01:00
Richard Davey
00e5c5fe0f Update BitmapTextSize.js 2020-08-04 11:25:10 +01:00
Richard Davey
ee01d36918 Update BitmapTextCharacter.js 2020-08-04 11:25:07 +01:00
Richard Davey
1db3ba72f8 Cache shadow values 2020-08-04 11:25:03 +01:00
Richard Davey
50dcc624df Get Character using char top, right and bottom 2020-08-04 11:24:56 +01:00
Richard Davey
1ae0cfc619 Include char top, right and bottom values 2020-08-04 11:24:43 +01:00
Richard Davey
47a62cd30c If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653 2020-08-03 11:33:41 +01:00
Richard Davey
2f574070d5 Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225 2020-08-03 10:53:27 +01:00
Richard Davey
ec845ce015 Use GetColorFromValue 2020-08-03 10:49:05 +01:00
Richard Davey
42d6456993 Encode dropshadow color 2020-08-01 11:24:26 +01:00
Richard Davey
959645d1f0 Always render drop shadow behind text 2020-08-01 11:24:15 +01:00
Richard Davey
22e8d22e3f BitmapText.setWordTint is a new method that allows you to set a tint color (either additive, or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint. 2020-07-31 18:36:27 +01:00
Richard Davey
b9407967e3 If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn. 2020-07-31 18:00:31 +01:00
Richard Davey
79e985dd93 Updated docs 2020-07-31 17:09:40 +01:00
Richard Davey
c0109c1ec9 BatchChar is a new internal private function for batching a single character of a Bitmap Text to the pipeline. 2020-07-31 16:54:29 +01:00
Richard Davey
2e378b68d1 Apply the dropShadow 2020-07-31 16:39:21 +01:00
Richard Davey
c228dd596a BitmapText.setDropShadow is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow. 2020-07-31 16:39:05 +01:00
Richard Davey
aac2276692 BitmapText.preDestroy is a new method that will tidy-up all of the BitmapText data during object destruction. 2020-07-31 16:22:53 +01:00
Richard Davey
7ce39b991c Removed un-used properties 2020-07-31 16:17:36 +01:00
Richard Davey
9419606f12 BitmapText.setCharacterTint is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color. 2020-07-31 16:17:23 +01:00
Richard Davey
fc6e7ef759 Removed un-used properties 2020-07-31 15:46:05 +01:00
Richard Davey
4baa0522b9 Bumping to 3.50 2020-07-31 13:41:29 +01:00
Richard Davey
d16d8dc9ce BitmapTextWebGLRenderer has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize. This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates. 2020-07-31 13:39:49 +01:00
Richard Davey
49682e744d Update BitmapText.js 2020-07-31 13:34:50 +01:00
Richard Davey
72654e04d3 Fixed bounds sizes 2020-07-31 13:34:28 +01:00
Richard Davey
c166976fcc Update BitmapTextCharacter.js 2020-07-31 12:06:57 +01:00
Richard Davey
a4577e2135 The GetBitmapTextSize function has a new boolean parameter updateOrigin, which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations. 2020-07-31 12:06:45 +01:00
Richard Davey
a682b83b7c BitmapText.getCharacterAt is a new method that will return the character data from the BitmapText at the given x and y corodinates. The character data includes the code, position, dimensions and glyph information. 2020-07-31 11:36:48 +01:00