Richard Davey
f7196a07c2
Added stamp method docs and swap to using config object
2022-09-29 17:42:52 +01:00
Richard Davey
4b14d3d6c6
Create StampConfig.js
2022-09-29 17:42:40 +01:00
Richard Davey
476d117bf9
TransformMatrix.multiply
now directly updates the Float32Array, leading to 6 less getter invocations.
...
`TransformMatrix.setQuad` is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new `TransformMatrix.quad` Float32Array, which is also returned from this method.
2022-09-29 17:20:05 +01:00
Richard Davey
2e870a0a2c
Previously, the Multi Tint methods batchSprite
, batchTexture
, batchTextureFrame
and batchFillRect
would all make heavy use of the TransformMatrix.getXRound
and getYRound
methods, which in turn called getX
and getY
and applied optional rounding to them. This is all now handled by one single function (setQuad
) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.
2022-09-29 17:17:24 +01:00
Richard Davey
519aed9f4a
Update Camera.js
2022-09-29 16:46:30 +01:00
Richard Davey
fba997d75e
If you create a repeating or looping TimerEvent
with a delay
of zero it will now throw a runtime error as it would lead to an infinite loop. Fix #6225
2022-09-29 15:02:02 +01:00
Richard Davey
e86c78dd1e
lint fix
2022-09-29 14:56:31 +01:00
Richard Davey
9aa1e0c2a9
Merge pull request #6216 from JernejHabjan/visible-children-performance
...
Improve visible children performance
2022-09-29 14:54:16 +01:00
Richard Davey
b2d47b11c1
Merge pull request #6214 from rexrainbow/getviewport-with-camera
...
Get viewport under a camera
2022-09-29 14:40:08 +01:00
Richard Davey
347413afb1
Merge pull request #6227 from EmilSV/tween-fixes
...
Tween fixes
2022-09-29 14:36:26 +01:00
Richard Davey
70da8df4a1
Merge pull request #6228 from EmilSV/tween-seek-fix
...
Tween seek use less then instead of less or equal
2022-09-29 14:35:50 +01:00
Richard Davey
3528354a4b
Added handy 'stamp' method
2022-09-28 22:43:29 +01:00
Richard Davey
064a1e0f4f
Added resetStamp
2022-09-28 22:43:20 +01:00
Richard Davey
0d951029b6
No need for 'this.frame'
2022-09-28 20:57:50 +01:00
Richard Davey
a60660a474
Create on READY
2022-09-28 20:57:42 +01:00
Richard Davey
e3503ef8b4
All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the source
parameter: addSpriteSheet
, addAtlas
, addAtlasJSONArray
, addAtlasJSONHash
, addAtlasXML
and addAtlasUnity
. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures.
2022-09-28 20:34:34 +01:00
Richard Davey
8bfe54287a
Updated documentation
2022-09-28 19:53:59 +01:00
Richard Davey
676f0db838
Added Stamp
2022-09-28 19:53:49 +01:00
Richard Davey
0e57db40d4
Improved docs
2022-09-28 19:09:35 +01:00
Richard Davey
f9ecb2461b
Update DynamicTexture.js
2022-09-28 17:51:09 +01:00
Richard Davey
d64878736f
Testing out the new DynamicTexture
2022-09-27 23:39:23 +01:00
Richard Davey
d3de5ef1e4
SceneManager.systemScene` is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.
2022-09-27 23:39:04 +01:00
Richard Davey
3dff7f07d2
Tween needs to persist
2022-09-27 21:12:47 +01:00
Richard Davey
951006bf8f
Create NineSlice.js
2022-09-27 18:42:50 +01:00
Richard Davey
62f3315b1c
Trying DynamicTexture (to replace RenderTexture)
2022-09-27 18:42:46 +01:00
Richard Davey
b13232c211
Moved nineslice out, use multi pipeline and make snapshot functions smaller
2022-09-27 16:59:01 +01:00
Richard Davey
35bae05603
Allow negative offsets
2022-09-27 13:29:34 +01:00
Richard Davey
e15f2414d6
Update TextureManager.js
2022-09-26 23:18:12 +01:00
Richard Davey
90ad29e958
Renamed frameFill to repeat and made it a lot more flexible.
...
Added resetStamp and removed un-used methods.
2022-09-26 23:18:07 +01:00
Richard Davey
9ca7513b14
Use Tween.callbackScope fix #6229
2022-09-26 21:42:24 +01:00
Richard Davey
291f3049e6
RenderTexture.isDrawing
is a new read-only flag that tells if the Render Texture is currently batch drawing, or not.
2022-09-26 18:32:31 +01:00
Richard Davey
3d3db60331
Fixed repeating methods
2022-09-26 18:06:28 +01:00
Richard Davey
af66164302
Testing 9-slice
2022-09-26 18:00:15 +01:00
Richard Davey
1283ca8198
The TextureManager.get
methof can now accept a Frame
instance as its parameter, which will return the frames parent Texture.
2022-09-26 17:18:04 +01:00
Richard Davey
ff4d7084d9
Update IsPlainObject.js
2022-09-26 17:15:45 +01:00
Richard Davey
3d0d2b4d94
The GameObject#setFrame
method can now accept a Frame
instance as its parameter, which will also automatically update the Texture the Game Object is using.
2022-09-26 17:15:34 +01:00
Richard Davey
25ab9f329d
TextureManager.parseFrame
is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.
2022-09-26 15:28:41 +01:00
Richard Davey
5320402a07
The endFrame
and startFrame
properties of the SpriteSheet
parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the given startFrame
so that is frame zero and end at endFrame
, regardless how many other frames are in the sheet.
2022-09-24 21:35:58 +01:00
Emil Schnedler Vad
340f9d29a1
made seek use less then instead of less or equal
2022-09-23 22:00:30 +02:00
Emil Schnedler Vad
f07042cbc4
BaseTween and TweenChain available from Phaser.Tweens
2022-09-23 20:53:51 +02:00
Emil Schnedler Vad
169faa6b96
made tweenManager# chain use TweenChainBuilderConfig
2022-09-23 13:07:16 +02:00
Richard Davey
ab04cb6c05
Lots of LightPipeline improvements
...
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
2022-09-23 00:42:04 +01:00
Richard Davey
a135271f19
Use new uLightCount uniform
2022-09-23 00:41:47 +01:00
Richard Davey
b789742636
Update Utils.js
2022-09-22 14:55:29 +01:00
Richard Davey
9d43583a63
This shader is just better. More crappy iOS testing needed though.
2022-09-21 23:13:04 +01:00
Richard Davey
023343c789
All events have a type of string. Fix #6136
2022-09-21 22:01:03 +01:00
Richard Davey
10fe5db0a6
Fixed jsdocs
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Fix #6195
2022-09-21 21:10:52 +01:00
Richard Davey
71703ff19c
GameConfig.stableSort
is a new optional property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser Array.sort one. Only modern browsers have a _stable_ Array.sort implementation, which Phaser requires. Older ones need to use our function instead. Set to 1 to use the legacy version, 0 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser
...
Ref #6217
2022-09-21 17:52:57 +01:00
Richard Davey
cf397b7c13
Added missing safariVersion and new es2019 test
2022-09-21 17:35:47 +01:00
Richard Davey
7c9d6a180b
Testing native stable sort
2022-09-21 16:34:08 +01:00