Richard Davey
eb220df3f6
Merge pull request #3947 from padme-amidala/bugfix/3946-fix-export-for-canvas
...
Fixed an issue where module exports are not named correct for CanvasInterpolation and CanvasPool
2018-08-18 16:04:37 +01:00
Richard Davey
7918f0991d
Merge pull request #3937 from goldfire/goldfire-patch-1
...
Use correct frame name in pixel perfect hit test
2018-08-18 16:03:07 +01:00
Andre Hofmeister
68900651bf
Fixed an issue where module exports are not named correct for CanvasInterpolation and CanvasPool #3946 .
2018-08-18 13:30:16 +02:00
YsraelJMM
081f4188df
Resize SVG in the preload.
...
The third time's the charm.
this.load.svg (key, src, {width: number, height: number}).
2018-08-17 14:24:31 -05:00
James Simpson
1ac7c969ea
Don't set gl.clearColor when no clearBeforeRender
...
Unless I'm missing something, the `gl.clearColor` command is unnecessary when you have `this.config.clearBeforeRender` set to `false`. This simply moves that into the config check to eliminate an unused command in those situations.
2018-08-17 14:03:17 -05:00
YsraelJMM
fb414129f8
Resizing SVG in the preload (2)
...
this.load.svg(key, src, {width: number, height: number});
example: https://www.youtube.com/watch?v=Kd7pNjY-FLk
2018-08-17 13:50:23 -05:00
YsraelJMM
1816e529e1
Resizing of the SVG in the preload
...
One of the main qualities of SVG images, is its scalability, not being able to use this, is to reduce it to be a bit more image. An SVG file has an XML format, so it can be modified with the DOM.
In order to collaborate, I have put the option to modify the parameters of the SVG and in this way make it adaptable.
The modification gives the option of being able to choose the size in the preload to which you want to have the image before rasterizing it; And so avoid the subsequent scaling that will not have the same quality.
You can see the example here:
https://www.youtube.com/watch?v=Kd7pNjY-FLk
tested in version 3.11 It does not interfere with the original code.
2018-08-17 12:37:35 -05:00
Chris Andrew
f46bd2cacd
Fixed documentation for a Vector2 constructor parameter and its ZERO constant.
2018-08-17 00:18:26 +01:00
James Simpson
e4ccc8ec2d
Use correct frame name in pixel perfect hit test
...
`gameObject.frame.key` doesn't exist and was passing an undefined value to `getPixelAlpha`. This just changes it to the correct `gameObject.frame.name` value.
2018-08-16 12:23:10 -05:00
TadejZupancic
7992924aae
Wrong bounds/displayTextOrigin on BitmapText text change
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updateDisplayOrigin needs current width and height, which are not recalculated if the _dirty is not set to true.
2018-08-14 12:15:59 +02:00
Aurélien DUSSAUGE
b14d920581
Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js)
2018-08-13 21:59:58 +02:00
Eirik S Korsnes
fe748e9dc7
- wrote dot-notated config properties as seperate typedefs
...
- add some missing properties
2018-08-12 12:19:48 +02:00
iamchristopher
9ef5fde70e
Added previous value when changing value
2018-08-09 15:28:56 -04:00
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
fe2ddcf934
Updated jsdocs
2018-08-08 17:03:08 +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
84ef115c67
Remove un-used code
2018-08-08 15:01:41 +01:00
Richard Davey
25268d2a40
Recalc size on content change.
2018-08-08 15:01:29 +01:00
Richard Davey
353b7b5edd
RenderTexture destroy working. Fix #3901
2018-08-08 13:56:43 +01:00
Richard Davey
66afe973af
Trying mixins
2018-08-08 01:33:55 +01:00
Jonan Scheffler
7c525b00fa
Correct Konami code in createCombo documentation.
2018-08-07 14:25:48 -07:00
Christian Freitag
1909d73a0e
- Added initial type definitions for plugins property within game object
2018-08-07 21:38:28 +02:00
Richard Davey
3a4bfa679b
Added experimental Camera to Render Texture
2018-08-07 16:27:21 +01:00
Richard Davey
65d81ec426
Formatting
2018-08-07 16:26:22 +01:00
Richard Davey
50baa268e3
addBase64
will return intance for chaining
2018-08-07 16:26:15 +01:00
Richard Davey
8573e60273
No config, no update
2018-08-07 16:25:55 +01:00
Richard Davey
8a9cfdf83b
Added properties and methods to Scale Manager ready for integration
2018-08-07 16:25:45 +01:00
Richard Davey
9f98b4c438
Moved to beta 2
2018-08-07 11:20:00 +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
80dcb601c7
Added bots methods
2018-08-07 04:32:26 +01:00
Richard Davey
9399f32de0
FB API calls complete
2018-08-07 03:16:48 +01:00
Richard Davey
a499345369
Leaderboard objects added
2018-08-07 01:25:32 +01:00
Richard Davey
d415e2ff7f
Updated FB Plugin
2018-08-07 00:54:34 +01:00
Richard Davey
fcf5d20d7b
Disable culling if layer has non-1 scroll factor #3893
2018-08-06 22:22:32 +01:00
Richard Davey
d45c1c9d97
Updating FB API
2018-08-06 17:48:58 +01:00
Richard Davey
f9e498353d
Fixed lack of TempMatrix for Graphics generateTexture
2018-08-06 16:19:30 +01:00
Richard Davey
faeed47b5e
eslint fixes
2018-08-06 15:32:08 +01:00
Richard Davey
e3f5590fc3
Use var to cut down on bytes
2018-08-06 15:29:36 +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
cb6a6d2394
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-08-06 13:31:31 +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
e1f554b119
Merge pull request #3894 from mikewesthad/fix-collision-end-triggering-multiple-times
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Fix `collisionEnd` triggering many times in Phaser's Matter.js copy
2018-08-06 11:48:31 +01:00
Richard Davey
7eda747230
Merge pull request #3891 from FelixNemis/retrofont-line-spacing
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Add lineSpacing option to RetroFont Config
2018-08-06 11:46:05 +01:00
Michael Hadley
7675615b70
Update matter copy with bug fix from liabru/matter-js@4e04043fe0
2018-08-05 21:29:49 -05:00
Richard Davey
41c9f8b1e1
Docs update
2018-08-06 00:41:34 +01:00
Charles Burnham
6a1c677677
Add lineSpacing option to RetroFont Config
2018-08-04 12:52:27 -05:00
Richard Davey
9675c269e6
Split Camera up into BaseCamera, which Camera now extends.
2018-08-04 13:05:41 +01:00
Richard Davey
4deb8e49ad
eslint fixes
2018-08-03 19:37:42 +01:00
Richard Davey
6027e9ca5a
Render Textures can now be cropped. Added missing jsdocs.
2018-08-03 19:30:55 +01:00
Richard Davey
d5c558b8e4
Render Texture now uses unified drawing functions
2018-08-03 19:17:39 +01:00
Richard Davey
82251cd85b
Removed Matrix Stack. No longer needed.
2018-08-03 19:17:12 +01:00
Richard Davey
2ab24c49c4
Tile Sprites updated to use new internal canvas and support crop
2018-08-03 19:14:06 +01:00
Richard Davey
e91d95e107
Text updated to use proper texture frame and now supports crop
2018-08-03 19:07:12 +01:00
Richard Davey
177e47cb84
The Texture Manager has a new method called renameTexture
which will let you rename a texture, changing the key to the new one given. All existing Game Objects will still maintain their reference, even after a rename.
2018-08-03 19:03:52 +01:00
Richard Davey
708a857a26
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.
2018-08-03 19:02:43 +01:00
Richard Davey
8ed749bcb1
Removed old scissor code
2018-08-03 18:57:03 +01:00
Richard Davey
ae46e11e35
Skip processing if no tiles
2018-08-03 18:56:52 +01:00
Richard Davey
e8e32ecf2c
Swap look-up for direct reference
2018-08-03 18:56:12 +01:00
Richard Davey
0a35275c1a
TransformMatrix.setToContext
is a new method that will set the values from the Matrix to the given Canvas Rendering Context using setTransform rather than transform.
2018-08-03 18:55:33 +01:00
Richard Davey
22bc6d2a86
The batchTexture
method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly.
2018-08-03 18:54:48 +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
921cc738d9
Render Textures now use the frame source to store the glTexture in, not locally.
2018-08-03 18:51:07 +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
e0918df6b0
Canvas particle renderer now using same matrix math as webgl
2018-08-03 01:04:46 +01:00
Richard Davey
0a035353fa
lint fix
2018-08-03 01:04:25 +01:00
Richard Davey
70b234952a
Updated the canvas tilemap layer renderers to support parent matrix and tidied up the internal flow
2018-08-03 00:50:45 +01:00
Richard Davey
6ef7033b44
Added in parent matrix support and refactored the drawing
2018-08-03 00:42:27 +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
1b5f084640
Added jsdoc
2018-08-03 00:34:21 +01:00
Richard Davey
eff01adbc9
Added divide argument to the Snap methods.
2018-08-03 00:34:11 +01:00
Richard Davey
318cc87e59
Use proper matrix for static layer, so we can do fun things with Render Textures
2018-08-02 22:15:08 +01:00
Richard Davey
8135b687fb
Added all the missing cull methods and properties into the Static Tilemap Layer, which is used by the Canvas Renderer
2018-08-02 22:14:51 +01:00
Richard Davey
f1d3412c38
Corrected data types
2018-08-02 22:14:32 +01:00
Richard Davey
66f6f9abc1
Removed un-used matrix
2018-08-02 22:14:23 +01:00
Richard Davey
0967bfcab4
Should use currentContext, not gameContext
2018-08-02 17:59:30 +01:00
Richard Davey
217bfd2343
Sorting out frame access
2018-08-02 17:59:19 +01:00
Richard Davey
96509e4ca4
Tidying p
2018-08-02 17:59:11 +01:00
Richard Davey
2a8dbb0c42
Removed un-used vars
2018-08-02 17:33:01 +01:00
Richard Davey
9ccb594958
Fixed Graphics Canvas Renderer so it uses the matrix values properly.
2018-08-02 17:24:29 +01:00
Richard Davey
c4c8b9e6ea
Added copyToContext method
2018-08-02 17:23:52 +01:00
Richard Davey
674fc487ec
Added missing commands
2018-08-02 17:03:41 +01:00
Richard Davey
20b74e746a
Fixed parent order
2018-08-02 16:19:14 +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
7965c7aae4
Removed un-needed files.
2018-08-02 15:59:29 +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
b83c8cf513
Merged all the functions into the single class and tidied up the naming.
2018-08-02 14:58:09 +01:00
Richard Davey
286f36cd1e
Added ability for the Canvas Renderer to change context.
2018-08-02 14:57:37 +01:00
Richard Davey
122e6cab8a
Fixed frame var
2018-08-02 12:35:26 +01:00
Richard Davey
affe47714f
Render Textures can now save themselves to the Texture Manager.
2018-08-02 12:35:17 +01:00
Richard Davey
7566236d9b
Added isRenderTexture
property.
2018-08-02 12:34:57 +01:00
Richard Davey
261cb79d0d
Added addRenderTexture
method.
2018-08-02 12:34:01 +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
72d54dd1ac
Only clear if dirty. Only render children is visible.
2018-08-01 20:25:55 +01:00
Richard Davey
c9e0963696
Added dirty fag
2018-08-01 20:25:40 +01:00
Richard Davey
a11b059531
Draw a whole Scene now!
2018-08-01 18:28:14 +01:00
Richard Davey
c9efa21cfd
Added getChildren to keep inline with Group
2018-08-01 18:28:06 +01:00
Richard Davey
9bc71dc676
New handler so RenderTextures can draw any game object, group or container
2018-08-01 18:02:21 +01:00
Richard Davey
56a0b3b3bf
Expose more functions (until we tidy this up)
2018-08-01 18:02:05 +01:00
Richard Davey
86b829efa6
Blank the texture after drawing
2018-08-01 18:01:54 +01:00
Richard Davey
d50b72dd14
Fixed Group creation arguments
2018-08-01 18:01:36 +01:00
Richard Davey
46552c8f2e
Remove strict check
2018-08-01 16:04:08 +01:00
Richard Davey
f540d03346
Removed un-needed checks (willRender
handles it now)
2018-08-01 16:03:58 +01:00
Richard Davey
2220faba49
Removed un-used method
2018-08-01 15:20:10 +01:00
Richard Davey
9977497137
Fixed Group config / children detection
2018-08-01 15:19:56 +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
94e4411ac1
Testing RenderTexture updates to allow any GameObject to be drawn to it
2018-08-01 00:01:16 +01:00
Richard Davey
a4db967b19
Added 4 temp matrices to the Canvas renderer.
2018-07-31 23:23:04 +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
Polar stoat
beaedc12e8
Fix documentation formatting
...
Add fullstops to end of each line
Fix JSDoc formatting for properties that take multiple types
2018-07-31 20:36:54 +01:00
Richard Davey
9d7ec132a4
Refactoring RenderTexture to remove the matrix stack and add in support for drawing Game Objects and arrays of them
2018-07-31 17:10:26 +01:00
Richard Davey
be379fd3a1
Added batchTextureFrame method
2018-07-31 17:10:02 +01:00
Richard Davey
a3fc263360
Binding a framebuffer sets the viewport size
2018-07-31 17:09:47 +01:00
Richard Davey
8cb812bbec
Merged jsdocs (re: #3823 )
2018-07-31 15:13:21 +01:00
Richard Davey
84ae027665
lint fix
2018-07-31 12:59:11 +01:00
Richard Davey
718d72b4c8
Container child willRender check. Fix #3881
2018-07-31 12:57:31 +01:00
Richard Davey
a29aba0a11
Merge pull request #3859 from samme/feature/plugin-data
...
Pass `data` value to global plugins
2018-07-31 11:39:36 +01:00
Richard Davey
eb30a2118b
Merge pull request #3872 from ampled/master
...
add typedef for SpriteConfig and allowed GameObject#update signature override
2018-07-31 11:38:06 +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
d0f3d85cbd
Iterate from front to back for destroy
2018-07-31 11:33:38 +01:00
Richard Davey
5aafad5f88
Don't process events if the manager has been removed
2018-07-31 11:33:18 +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
063a432ec9
Destroy will now clear out all custom plugins. Fix #3856
2018-07-31 10:28:36 +01:00
Richard Davey
75db482ec6
Added destroyCustomPlugin and destroyCorePlugin
2018-07-31 10:28:09 +01:00
Richard Davey
3d23013b86
Body setSize changes to fix #3863 PR
2018-07-31 09:39:22 +01:00
Richard Davey
16234491f2
Merge pull request #3863 from tarsupin/patch-2
...
Empty params reset to current texture size
2018-07-31 09:31:05 +01:00
Chris Andrew
1ceec99306
Added missing property documentation to FixedKeyControlConfig ( #3874 , thanks @guzmonne).
2018-07-31 00:36:04 +01:00
Chris Andrew
634edcf538
Fixed Graphics.generateTexture() causing a runtime error ( #3879 ).
...
The Graphics object had new dependencies (1a62a356
) that were not provided when the static Graphics.TargetCamera object was used by the Graphics.generateTexture() method. Providing a Graphics instances scene object to the TargetCamera at texture rendering time resolved the issue.
2018-07-30 23:02:40 +01:00
Chris Andrew
157dc59999
Fixed invalid syntax in the HTMLFile's loader file type documentation example ( #3873 ).
2018-07-30 19:01:53 +01:00
Chris Andrew
3141510fdf
Fixed invalid syntax in some loader file type documentation examples ( #3873 ).
2018-07-30 18:52:53 +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
189c2c7e0f
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-07-29 12:24:17 +01:00
Richard Davey
7fe9167657
The alpha
value is now always set for Render Textures in canvas mode, regardless of the previous alpha value in the renderer
2018-07-29 12:23:52 +01:00
Richard Davey
a1ae1744ac
RenderTexture.preDestroy
will now release the canvas back to the CanvasPool if running in canvas mode
...
Also removed un-used `drawFrame` references.
2018-07-29 12:20:09 +01:00
Richard Davey
34b27fd57a
ParticleEmitter
would fail to draw a textured particle in Canvas mode
2018-07-29 12:16:42 +01:00
Richard Davey
56e1e04da3
RenderTexture.draw
would fail to draw the frame in Canvas mode
2018-07-29 12:10:28 +01:00
Richard Davey
7e55d5adac
BlitterCanvasRenderer
would fail to render a Bob in Canvas mode if it was flipped
2018-07-29 12:09:03 +01:00
Eirik Slinning Korsnes
09113cb7a3
wrap ({number|string)}
2018-07-29 12:47:33 +02:00
Richard Davey
27d0bd8a9b
Merge pull request #3844 from samme/fix/closest-furthest
...
Fix ArcadePhysics#closest, furthest
2018-07-29 11:45:22 +01:00
ampled
50c787a9c8
- add typedef for SpriteConfig extends GameObjectConfig
...
- allow update-function signature to be overriden by GameObject subclasses
2018-07-29 12:19:04 +02:00
Richard Davey
72dbfcd9f4
jsdoc path fix
2018-07-28 21:37:51 +01:00
Richard Davey
162e910d18
Added intent methods and leaderboard score class
2018-07-27 11:19:41 +01:00
Richard Davey
6749417ef3
lint fix
2018-07-27 11:19:19 +01:00
Richard Davey
08b7d00ce9
Fixed base64 method
2018-07-27 11:19:12 +01:00
Richard Davey
939fc24088
Added lots of new API calls
2018-07-27 09:43:21 +01:00
Richard Davey
c1111753f0
Added getBase64 method
2018-07-27 09:43:12 +01:00
Richard Davey
c65e3c7428
Added FB Instant Games Plugin to core (will prepare for moving to unique build once feature complete)
2018-07-27 08:33:51 +01:00
Richard Davey
1abe90433f
Updated log and docs
2018-07-27 02:49:05 +01:00
Richard Davey
a63acd0427
Updated docs.
2018-07-27 02:40:56 +01:00
Richard Davey
9331c15c48
Updated to use tint object.
2018-07-27 02:14:08 +01:00
Richard Davey
6027b65500
Added fill gradient and line gradient methods
2018-07-27 02:13:58 +01:00
Richard Davey
0c50b0eba8
Typo
2018-07-27 02:13:41 +01:00
Richard Davey
4481795d32
Swapped to using getX / getY
2018-07-27 00:53:00 +01:00
Richard Davey
8873bdcbf6
Fixed pipeline method call
2018-07-26 23:50:54 +01:00
Richard Davey
6877582531
Removed un-used pipeline and shaders
2018-07-26 23:43:49 +01:00
Richard Davey
4bdecf488b
jsdocs tweaks
2018-07-26 23:41:52 +01:00
Richard Davey
a09c2a4958
Now uses customViewports counter to avoid scissor setting and skips box check
2018-07-26 23:05:25 +01:00
Richard Davey
f2290abf9b
Added new customViewports counter
2018-07-26 23:05:08 +01:00
Richard Davey
1a62a3563e
Added refs to config and Scene Manager and new customViewport bool
2018-07-26 23:04:53 +01:00
Richard Davey
1777e16227
Sorting out the scissor stack
2018-07-26 17:50:07 +01:00
Richard Davey
d093f35e5c
Merged all of the required FTP methods into TTP.
2018-07-26 16:34:04 +01:00
Richard Davey
cc3ed1659e
Lint fix.
2018-07-26 16:33:51 +01:00
Richard Davey
e0c0db5f8e
Final bit of tidying up before merging this with the TTP.
2018-07-26 16:33:43 +01:00
Richard Davey
90219d46b3
Removed all references to the FlatTintPipeline.
2018-07-26 16:33:29 +01:00
Richard Davey
5dbd7591cd
Graphics now using the TextureTintPipe. Farewell draw calls!
2018-07-26 16:33:02 +01:00
Richard Davey
e851209b41
Camera effects using the new drawFillRect
method.
2018-07-26 16:32:31 +01:00
Richard Davey
947d301f42
Removed the unit batch from TTP and put it into FDLP
2018-07-26 15:31:44 +01:00
Richard Davey
bda9159cb0
Textures now use the frame UV values.
2018-07-26 15:05:10 +01:00
Richard Davey
d3e07b519a
Added setBlankTexture method
2018-07-26 15:04:46 +01:00
Richard Davey
1cc0e7d5e5
Moved the rendering code from the pipeline to the Graphics object
2018-07-26 15:04:35 +01:00
Richard Davey
620c5a3360
Added Graphics.setTexture and a clear texture command
2018-07-26 15:04:19 +01:00
Richard Davey
7acbbcf58a
Fixed linejoin, added arc and triangle, tidying up code
2018-07-26 13:49:05 +01:00
Richard Davey
39a6622623
Working on joints
2018-07-26 09:58:33 +01:00
Thomas Felix
43f6b1d231
fix: Corrects the wrong JSdoc comments
...
Wrong comments lead to a faulty Typescript Definition file missing
the depth attribute.
2018-07-25 22:13:38 +02:00
Richard Davey
3a2fcd0951
Updated path drawing, sorting out line-cap differences with Canvas
2018-07-25 17:04:44 +01:00
Richard Davey
9d11b93b05
Updated shader
2018-07-25 13:06:22 +01:00
tarsupin
79d64abaa3
Add spaces after ifs
2018-07-24 20:06:18 -05:00
tarsupin
2e72c9966b
Reset body to match current frame
...
When using setSize, empty height and width will automatically assign to match the current frame of the game object.
2018-07-24 20:05:51 -05:00
tarsupin
7af6e5477f
Empty params reset to current texture size
...
If the width and height aren't provided, it resets the body's size to match the current frame of the game object's texture.
2018-07-24 19:53:41 -05:00
Richard Davey
4c25d12b44
Recoding the FTP. Rects and Tris working again.
2018-07-25 01:27:03 +01:00
Richard Davey
9e40b16e4f
Added getX and getY to cut down on code in pipelines.
2018-07-25 01:26:41 +01:00
Richard Davey
7ccd469048
Updated the jsdocs.
2018-07-25 00:18:45 +01:00
Richard Davey
05a6275d9a
Added copyToArray method.
2018-07-25 00:18:33 +01:00
Richard Davey
0516fd47f7
The Flat Tint Pipeline is now using the same shader as the Texture Tint
...
Time to make sure no texture swaps happen and we can finally have Graphics mixed with Sprites in the display list with no swapping cost (and soon, no flush cost either when we unify the pipelines)
2018-07-24 17:07:26 +01:00
Richard Davey
8c19c2bef9
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-07-24 16:40:39 +01:00
Richard Davey
ac108db9cc
Moving towards tidying up the FTP
2018-07-24 16:40:29 +01:00
Richard Davey
50de14b132
Merge pull request #3857 from khaleb85/master
...
Added reverse animation feature (issue: #3837 )
2018-07-24 13:41:10 +01:00
khaleb
2f6f8b2190
fix keyword-spacing
2018-07-24 09:36:15 -03:00
khaleb
6b81bc78a3
added since 3.12.0 in new methods, fixed keywords-spacing issue, renamed 'revert' method to 'reverse'
2018-07-24 09:28:56 -03:00
samme
4c23359fd8
Pass data
value to global plugins
2018-07-23 10:51:00 -07:00
Richard Davey
f2c5f9f4d3
Merge pull request #3853 from Edwin222/master
...
Add ability to play animation reverse(#3837 ) and some comment to TextureManager.js
2018-07-23 14:00:27 +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
Kwondo Park
a0cc602569
cancel reverse animation
2018-07-23 14:21:31 +09:00
Richard Davey
521138e9d8
setBlendMode now returns a boolean
2018-07-23 01:39:32 +01:00
Richard Davey
fc5eb2511c
Particles using a blend mode wouldn't render correctly after the updates in 3.11. If the blend mode changes during the processing of an emitter manager it'll now correctly rebind the texture, stopping the particles from vanishing. Fix #3851
2018-07-23 01:39:21 +01:00
Shukizu
8da8fbedd1
fix animations with yoyo mode (issue: #3837 )
2018-07-22 14:57:07 -03:00
Shukizu
bb17c82bf9
Added 'playReverse' method, and extracted part of play method (issue #3837 )
2018-07-22 12:42:59 -03:00
Shukizu
ebc9d8d96d
Add a 'revert' function that can revert the flow of a animation at any time (issue #3837 )
2018-07-22 11:44:57 -03:00
Kwondo Park
98ceb32946
Fix trailing space in code
2018-07-21 20:11:07 +09:00
Edwin222
16eae3887e
Add ability to play animations in reverse
2018-07-21 19:50:47 +09:00
Edwin222
9053ca456b
Merge remote-tracking branch 'upstream/master'
2018-07-21 17:26:29 +09:00
Richard Davey
4f6790f450
Trying not rotate. Speed was the same :)
2018-07-20 17:50:01 +01:00
Richard Davey
c1a4fb0092
typo
2018-07-20 17:49:49 +01:00
Polar stoat
44e4e7162d
Add AnimationManager.generateFrameNumbers documentation
2018-07-20 11:55:39 +01:00
Richard Davey
7b50a87c3e
Added getChild methods
2018-07-19 16:22:58 +01:00
Richard Davey
46af5cb24e
Fixed style join
2018-07-19 16:22:51 +01:00
Richard Davey
d16e844910
Removed bind polyfill as it's in IE9+ anyway
2018-07-19 16:22:43 +01:00
Richard Davey
106e32a4f5
Removed un-used imports
2018-07-19 13:26:11 +01:00
Richard Davey
de4428ac52
Added willRender override and start of event handling
2018-07-19 13:22:13 +01:00
Richard Davey
6a3274b483
Removed redundant code
2018-07-19 13:21:59 +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
675cb3b59a
Added HTML Cache
2018-07-19 13:19:24 +01:00
Richard Davey
0ac877be0b
Removed z-index and tidied up style
2018-07-19 13:19:14 +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
e2dbbcdbb0
Inline and added create methods
2018-07-19 00:42:28 +01:00
samme
7ebc7dd01f
Fix ArcadePhysics#closest, furthest
2018-07-18 16:23:38 -07:00
Richard Davey
ceb466748a
Updated DOM Element to fix transforms
2018-07-19 00:22:38 +01:00
Richard Davey
d6fb66789f
Added getCSSMatrix
2018-07-19 00:22:10 +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
0ed4766fe3
Added start of the new DOM Element Game Object
2018-07-18 17:23:04 +01:00
Richard Davey
c741469894
Added optional DOM Container parent and config values
2018-07-18 17:22:52 +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
25e4993e6f
Added x and y getters and new scaled viewport values
2018-07-18 14:32:47 +01:00
Richard Davey
0db16889e6
Use new Camera viewport values
2018-07-18 14:32:06 +01:00
Richard Davey
3bc6eba718
Removed incorrect resolution multiplication and used updated camera viewport
2018-07-18 14:31:45 +01:00
Richard Davey
fb4f28bb01
Testing resolution input
2018-07-17 23:26:40 +01:00
Richard Davey
1c473afa84
Cameras draw their backgrounds correctly at higher resolutions
2018-07-17 23:26:30 +01:00
Richard Davey
e0fdc33928
SM mock
2018-07-17 22:44:21 +01:00
Richard Davey
94540e112e
Text supports high dpi resolution for its internal canvas
2018-07-17 22:44:12 +01:00
Richard Davey
6ddd1644f2
Canvas now uses game config resolution
2018-07-17 22:43:52 +01:00
Richard Davey
16d597c983
Fixed jsdoc references
2018-07-17 11:43:09 +01:00
Richard Davey
5ada70409e
Modified tile sizes.
2018-07-16 15:20:46 +01:00
Richard Davey
7ec36752dc
Merge pull request #3830 from kelostrada/master
...
Update AudioFile.js
2018-07-16 14:57:36 +01:00
Richard Davey
0cc52f6002
Swapped 4 ternaries for a single conditional #3834
2018-07-16 14:55:51 +01:00
Richard Davey
f723d0e18a
Merge pull request #3834 from tarsupin/patch-2
...
Major Optimization for Culling Tilemaps
2018-07-16 14:44:35 +01:00
Richard Davey
c8b058c26a
Renamed object to avoid TS defs conflict
2018-07-16 10:28:28 +01:00
tarsupin
ad24a0b8ec
Removed repetative code.
2018-07-14 20:09:36 -05:00
tarsupin
00a38f744a
Switching tabs to spaces
2018-07-14 14:41:13 -05:00
tarsupin
9ac505d5cc
Build is requiring me to pre-declare x, y, tile.
2018-07-14 14:38:19 -05:00
tarsupin
4fa3dc7159
Update CullTiles.js
2018-07-14 14:30:15 -05:00