Richard Davey
91b2b0c531
lint fix
2024-01-23 00:46:53 +00:00
Dhashvir Lalla
835d77cb85
fix nineslice hit areas
2024-01-15 05:16:56 +11:00
Richard Davey
95df650f71
The Time.Timeline
class didn't show as extending the Event Emitter, or have config
as an optional argument in the docs / TS defs. Fix #6673
2024-01-12 18:21:59 +00:00
Richard Davey
786a3933cd
Factory.staticBody
had the wrong return type in the docs/TS defs. Fix #6693
2024-01-12 18:18:06 +00:00
Richard Davey
2c4df2488b
Update SCALE_MODE_CONST.js
2024-01-12 18:08:42 +00:00
Richard Davey
d6d4fc9705
Merge pull request #6703 from rexrainbow/expand-scale-mode
...
Add EXPAND scale mode
2024-01-12 18:05:39 +00:00
Richard Davey
d137a4782f
Merge pull request #6683 from paxperscientiam/patch-2
...
Update GetFirst.js
2024-01-12 18:03:57 +00:00
Richard Davey
9febc6b44a
Update version number
2024-01-12 18:03:09 +00:00
Richard Davey
e91551b4c5
Merge pull request #6686 from samme/fix/container-destroy-child
...
Fix removing destroyed Container children
2024-01-12 17:57:57 +00:00
Richard Davey
8cae5a33e7
Update TextureManager.js
2024-01-12 17:56:30 +00:00
Richard Davey
08f340c438
Merge pull request #6670 from stevenwithaph/master
...
Added correct parameters for create
2024-01-12 17:55:22 +00:00
Richard Davey
9018430e30
Merge pull request #6666 from PresentCreativeLLC/typofix/NineSlice
...
Update NineSlice.js correcting a typo
2024-01-12 17:51:16 +00:00
Richard Davey
8287d44a04
Merge pull request #6679 from somechris/touch-move-coordinates-on-scrolled-down-page
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Fix `InputManager.onTouchMove` to work on scrolled-down pages
2024-01-12 17:48:05 +00:00
Richard Davey
b6c7b51f3d
Merge pull request #6685 from samme/docs/dragend-dropped
...
Docs: add `dropped` argument in DRAG_END, GAMEOBJECT_DRAG_END
2024-01-12 17:46:38 +00:00
Richard Davey
74515f6437
The TweenChainBuilder
was incorrectly setting the persist
flag on the Chain to true
, which goes against what the documentation says. It now correctly sets it to false
. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
2024-01-12 17:43:51 +00:00
Rex
3b8d019b97
Add EXPAND scale mode
2023-12-31 17:11:38 +08:00
Oliver Kisielius
9ac03cd565
Check for undefined to avoid a crash in the examples at phaser3-custom-build.
2023-12-13 15:06:21 -05:00
samme
3b2ed4a4fe
Exclude the renderers
2023-12-11 17:33:57 -08:00
samme
7b648c64d2
Docs: add dropped arg in DRAG_END
2023-12-04 14:57:45 -08:00
samme
5cd5cadf79
Fix removing destroyed Container child
2023-12-03 16:14:46 -08:00
Chris
c048c1bb54
Update GetFirst.js
...
Improve type accuracy for GetFirst
2023-12-02 15:38:05 -05:00
Christian Aistleitner
66901b32d3
Fix InputManager.onTouchMove
to work on scrolled-down pages
...
`document.elementFromPoint` expects plain viewport coordinates [1],
while we used `page[XY]`, which are viewport coordinates with added
scroll offsets [2].
So on pages where no scrolling had yet occurred,
`InputManager.onTouchMove` worked as expected. But as soon as one
scrolled down/right on the page, the element detection was off by the
scroll offset.
We switch from `page[XY]` to `client[XY]` which are plain viewport
coordinates [3] and thereby make element detection work also on pages
that have been scrolled around.
[1] https://drafts.csswg.org/cssom-view/#dom-document-elementfrompoint
[2] https://w3c.github.io/touch-events/#dom-touch-pagex
[3] https://w3c.github.io/touch-events/#dom-touch-clientx
2023-11-24 14:12:20 +01:00
Steven Adams
6a28ccbee1
Added correct parameters for create
2023-11-14 08:38:05 -05:00
Alvaro Estrada
0b22354afd
Update NineSlice.js
...
Fixed the horiztonal typo
2023-11-10 13:43:50 -06:00
Richard Davey
47d393ac29
Update NineSlice.js
2023-11-10 16:44:16 +00:00
Richard Davey
450c8fcae0
Removed generics that were breaking Layer in TypeScript
2023-11-10 15:27:07 +00:00
Richard Davey
131f73005b
eslint fix
2023-11-10 15:04:06 +00:00
Richard Davey
0b32610e56
Updated version to 3.70
2023-11-10 15:04:01 +00:00
Richard Davey
b44b2eda5a
Revert "Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238"
...
This reverts commit bfd08db935
.
2023-11-10 14:58:18 +00:00
Richard Davey
1cae6391b3
Revert "Testing sleep static fixes"
...
This reverts commit f0d5280cf8
.
2023-11-10 14:58:02 +00:00
Richard Davey
988ca7d2bf
Updated docs re: #6574
2023-11-10 14:49:36 +00:00
Richard Davey
f0d5280cf8
Testing sleep static fixes
2023-11-10 13:44:47 +00:00
Richard Davey
bd67ed38a5
Disable roundPixels when drawing lines
2023-11-09 22:30:53 +00:00
Richard Davey
bfd08db935
Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238
2023-11-09 22:12:12 +00:00
Richard Davey
1b93e66cb1
Updates to support the new scale9 Frame data
...
* You can now create a `NineSlice` Game Object without specifying a width or height for it. If you do this, it will use the size of the texture frame instead.
* The `NineSlice` Game Object will now check to see if its associated Frame has any scale9 data set, and if so this is now used automatically to populate all of the border values.
* The `NineSlice.setSlices` method has a new optional boolean parameter `skipScale9` which will allow you to set the border values of the Nine Slice directly, even if its Frame has associated scale9 data
2023-11-09 18:26:37 +00:00
Richard Davey
dada2ad181
Now parses Texture Packer 7.1.0 scale9 data and stores it on the Frames
2023-11-09 18:23:44 +00:00
Richard Davey
921ff93ba0
Added setScale9
method and scale9
and is3Slice
boolean properties
...
* `Frame.setScale9` is a new method that allows you to set the scale9 data associated with the given Frame. This is used internally by the Texture Packer parsers, but can also be called directly.
* `Frame.scale9` is a new read-only boolean property that returns `true` if the Frame has scale9 data associated with it.
* `Frame.is3Slice` is a new read-only boolean property that returns `true` if the Frame has scale9 data associated with it that is 3-slice instead of 9-slice.
2023-11-09 18:23:27 +00:00
Richard Davey
a7d7a7d526
The Game instance will now boot the new SYSTEM_READY
event, which indicates that the internal Scene System has been created by the Scene Manager and is ready for use. The Texture Manager now listens for this event in order to create the stamp
Image. This fixes an issue where the stamp would throw a run-time error if the game didn't feature a preload
function. Fix #6616
2023-11-09 13:42:00 +00:00
Richard Davey
1afb2810bf
Expose new system ready event
2023-11-09 13:40:45 +00:00
Richard Davey
4e19417657
Create SYSTEM_READY_EVENT.js
2023-11-09 13:40:39 +00:00
Richard Davey
6f801eeac7
The TextureSource.setFilter
method will now check to see if renderer
is defined before accessing its gl
property. This avoids Phaser crashing if you're in headless mode and set anti-aliasing to false in the game config. Fix #6663
2023-11-08 18:48:36 +00:00
Richard Davey
cda0c04afd
There was an issue when loading Normal Maps with Sprite Sheets. Often, if the normal map image completed loading before the sprite sheet, it would cause it to be incorrectly added to the Texture Manager, resulting in broken frames. Now, regardless of the load order, the sprite sheet is added with its normal map correctly together. Fix #6491
2023-11-08 18:40:08 +00:00
Richard Davey
f49a8ee897
The MultiAtlas
File Loader didn't prepend the Loader.prefix
if set. This now forms part of the key, leading to the correct keys used for the Texture Manager. Fix #6614
2023-11-08 18:05:15 +00:00
Richard Davey
3b190360f1
During Game.runDestroy
it will now check for this.domContainer.parentNode
before trying to remove it, preventing errors if the DOM Container has already been removed. Fix #6559
2023-11-08 16:49:39 +00:00
Richard Davey
f844e966bc
The RandomDataGenerator#weightedPick
method will no longer under-sample the first and last elements in the given array, leading to better distribution of results. Fix #6562
2023-11-08 16:44:27 +00:00
Richard Davey
494ea72108
The BaseSound.destroy
method will now call BaseSound.stop
which will reset the isPlaying
and other flags. Fix #6645
2023-11-08 16:26:48 +00:00
Richard Davey
304275dc7d
Merge pull request #6570 from Trissolo/feature/GeomLine-SetFromVectors
...
Added a new method: Phaser.Geom.Line#setFromObjects()
2023-11-08 16:15:14 +00:00
Richard Davey
5079f8e010
Merge pull request #6577 from Trissolo/fix/intersects-GetLineToPoints
...
Fix Geom.Intersects#GetLineToPoints
2023-11-08 16:12:34 +00:00
Richard Davey
f17cd8b50b
When creating a TimelineEvent
you can now set a new optional callback: if
. If set, this callback is invoked at the start of the TimelineEvent. If it returns true
, then the rest of the event is processed (i.e. tweens started, sound played, etc) otherwise the event is skipped. This allows you to create conditional events within a Timeline.
2023-11-08 16:09:42 +00:00
Richard Davey
1d15ac9a73
Fixed namespace
2023-11-08 15:56:28 +00:00
Richard Davey
4baa9bb80d
Merge pull request #6596 from rexrainbow/timeline-improvement
...
Timeline improvement
2023-11-08 15:53:32 +00:00
Richard Davey
9480cdac29
Merge pull request #6612 from PresentCreativeLLC/PathGetPointsUpdate
...
Update Path.js
2023-11-08 15:50:49 +00:00
Richard Davey
e8bb5f700e
Fixed errors from #6626
2023-11-08 15:47:56 +00:00
Richard Davey
cc7b6c4a08
Merge pull request #6626 from rexrainbow/layer-remove-removeall
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[Layer] Update remove, removeAll, add methods
2023-11-08 15:45:50 +00:00
Richard Davey
c7c3066777
Merge pull request #6602 from johnhyde/patch-1
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Update InputConfiguration.js: Clarify alphaTolerance
2023-11-08 15:42:16 +00:00
Richard Davey
a6e9e4a4aa
Merge pull request #6624 from PresentCreativeLLC/EdgeZoneConstructorCorrection
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Constructor parameters correction
2023-11-08 15:40:38 +00:00
Richard Davey
c7785b0f12
Merge pull request #6610 from PresentCreativeLLC/EmitterOpRandomMinMaxConfigFix
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EmitterOpRandomMinMaxConfig type correction
2023-11-08 15:40:09 +00:00
Richard Davey
ea98751d05
Merge pull request #6609 from PresentCreativeLLC/ParticleDataTypesUpdate
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Created ParticleData description
2023-11-08 15:39:09 +00:00
Richard Davey
28a605def3
Merge pull request #6608 from PresentCreativeLLC/ParticleEmitterTypesUpdate
...
Added the use of Vector2Like
2023-11-08 15:38:31 +00:00
Richard Davey
e552becd33
Merge pull request #6620 from PresentCreativeLLC/EmitZoneDataCorrection
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Type clarification for emit zone data
2023-11-08 15:37:16 +00:00
Richard Davey
392be38db3
Merge pull request #6619 from PresentCreativeLLC/EmitterOpOnEmitCallbackUpdate
...
EmitterOpOnEmitCallback update
2023-11-08 15:36:48 +00:00
Richard Davey
36472d491d
Merge pull request #6625 from PresentCreativeLLC/DeathZoneObjDescription
...
Updated the description of DeathZoneObj
2023-11-08 15:36:21 +00:00
Richard Davey
21338577b8
Merge pull request #6628 from PresentCreativeLLC/AddZonesFix
...
AddEmitZone and AddDeathZone parity
2023-11-08 15:34:12 +00:00
Richard Davey
23372fa6cb
Merge pull request #6636 from PresentCreativeLLC/EmitterColorOpDescriptionCorrection
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Added to the description that EmitterColorOp is an extension
2023-11-08 15:31:50 +00:00
Richard Davey
065d3f4635
Merge pull request #6637 from PresentCreativeLLC/EmitterOpRandomStartEndConfigRemoval
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Removed interface EmitterOpRandomStartEndConfig
2023-11-08 15:31:28 +00:00
Richard Davey
a8a894e9dc
Merge pull request #6639 from PresentCreativeLLC/EmitterOpPropertyValueTypeAddition
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Added missing reference to EmitterOpOnUpdateType
2023-11-08 15:30:55 +00:00
Richard Davey
2d1c24cc3a
Merge pull request #6641 from rexrainbow/gameobject-tint-getter
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Add getter of tint property
2023-11-08 15:29:29 +00:00
Richard Davey
070e42d64e
Merge pull request #6648 from samme/fix/PutTileAt-2
...
Fix TypeError in PutTileAt()
2023-11-08 15:28:12 +00:00
Richard Davey
315e3b757f
Merge pull request #6653 from PresentCreativeLLC/TextColorGradient
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Extended color and stroke definitions
2023-11-08 15:27:23 +00:00
Richard Davey
d9f2891292
Merge pull request #6660 from neki-dev/master
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Fixed jsdoc for GetRandom
2023-11-08 15:26:40 +00:00
Richard Davey
2c8b70e4f7
Respect the disable fx flags and only create the pipelines and render targets as needed
2023-11-08 12:35:19 +00:00
Richard Davey
cc931f869c
Added disablePreFX
and disablePostFX
flags
2023-11-08 12:34:46 +00:00
Richard Davey
eea31c7be8
Structs.Map.setAll
is a new method that allows you to pass an array of elements to be set into the Map. This is a chainable method.
2023-11-08 12:09:05 +00:00
Richard Davey
ec5a695a5c
PostFXPipeline.bootFX
is a new method, which is the previous boot
method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory.
2023-11-07 23:42:04 +00:00
Richard Davey
d3050a05fc
The MultiPipeline.batchTexture
method has a new optional boolean parameter skipPrePost
that will force the call to ignore calling the preBatch
and postBatch
Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.
2023-11-07 22:53:14 +00:00
Richard Davey
52619b26f9
Set missing uniforms to get FX working again :)
2023-11-07 22:51:38 +00:00
Richard Davey
ed5c44a65e
Fixed an issue in the way the Tilemap WebGL Renderer would call batchTexture
that meant if you applied a PostFX to a Tilemap it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, making it useable.
2023-11-07 22:51:11 +00:00
Richard Davey
94c810fd39
Remove false param to setQuad
2023-11-07 18:53:51 +00:00
Richard Davey
0431796d94
false is the default now
2023-11-07 18:52:46 +00:00
Richard Davey
89ceaa288a
Remove roundPixels
2023-11-07 18:52:30 +00:00
Richard Davey
755950760b
Remove rounding
2023-11-07 18:52:23 +00:00
Richard Davey
34f282397c
The TransformMatrix.setQuad
method signature has changed slightly. The roundPixels
parameter is now optional and defaults to false
. Previously, you always had to set it.
2023-11-07 18:50:42 +00:00
Richard Davey
71e9e517a8
The Game Config roundPixels
property is now true
by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and smoother scrolling, especially at high Camera zoom scales. If you wish to disable this, you can do so via the Game Config, or by setting the roundPixels
property in the Game Config to false
.
2023-11-07 18:41:00 +00:00
Richard Davey
77deea9f23
Beta 5
2023-11-07 18:37:42 +00:00
Richard Davey
f96b557f4c
The MultiPipeline.batchSprite
method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels
when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.
2023-11-07 18:37:34 +00:00
Richard Davey
7590600b5e
Camera.preRender
will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view.
2023-11-07 18:31:48 +00:00
Richard Davey
df846bdab3
CanvasRenderer.batchSprite
has been updated to correctly use the Camera roundPixels
property and apply it to the drawImage
call.
2023-11-07 18:30:02 +00:00
Richard Davey
a26f827650
Optimized setTextureFilter
2023-11-07 18:28:27 +00:00
Richard Davey
d799c06031
Update TransformMatrix.js
...
* `TransformMatrix.setToContext` will now use `setTransform(this)` as 'this' is an equivalent object that this method can natively take.
* `TransformMatrix.setQuad` no longer uses an anonymous function for `roundPixels`, which will help with performance.
2023-11-07 18:27:47 +00:00
Richard Davey
4564216c54
Set the context from the CanvasTexture
2023-11-07 18:25:36 +00:00
Richard Davey
b0c2dcf463
Remove the gx/gy rounding (un-needed) and pass the roundPixels value to setQuad
2023-11-07 15:26:58 +00:00
Richard Davey
1b12993898
Updated jsdocs
2023-11-07 15:26:07 +00:00
Richard Davey
e36d43533c
Updated shaders to use 'round' glsl instead of 'floor'
2023-11-07 15:23:57 +00:00
Richard Davey
91b145915c
Don't use the anonymous function, just a boolean check
2023-11-06 18:54:11 +00:00
Richard Davey
5812b4b7a7
Fixed issue with Dynamic Textures and Render Textures not displaying until resized. Fix #6662
2023-11-03 19:02:52 +00:00
Richard Davey
5aa409e8f3
RenderTarget.willResize
is a new method that will return true
if the Render Target will be resized as a result of the new given width and height values.
2023-11-03 19:02:20 +00:00
Richard Davey
d589637b21
Beta 4
2023-10-27 16:38:24 +01:00
neki-dev
5f02636daa
Fixed jsdoc for GetRandom
2023-10-27 17:22:39 +02:00
Richard Davey
4d555958de
Added setDirectControl to allow a body to calculate velocity from position changes
...
Also added component method and internal autoFrame vec2.
2023-10-26 23:03:08 +01:00
Richard Davey
fbec8aebc9
Working through auto update optimizations
2023-10-26 22:03:18 +01:00
Richard Davey
fd1f0b3d68
Merge branch 'master' of https://github.com/photonstorm/phaser
2023-10-26 21:07:41 +01:00
Richard Davey
d66a4e7b65
Updated jsdocs
2023-10-26 21:07:39 +01:00
Richard Davey
f4a9b993cc
Testing Body.autoUpdate
2023-10-26 19:02:19 +01:00
Richard Davey
6dd1017fd9
Docs update
2023-10-26 19:02:02 +01:00
Alvaro Estrada
dedd6c3438
Added missing property definitions
...
* Added missing parenthesis in the previous additions
* Added the definitions missing in the Text class
2023-10-16 15:59:33 -06:00
Alvaro Estrada
625981e57a
Update TextStyle.js
...
Updated the setFill method to match the setColor method
2023-10-16 15:50:09 -06:00
Alvaro Estrada
ffad6f6d90
Extended color and stroke definitions
...
Declared that the color and stroke properties can also be CanvasGradient or CanvasPattern
2023-10-16 15:43:38 -06:00
Richard Davey
f20963c04f
Fixed jsdocs
2023-10-15 17:24:21 +01:00
Richard Davey
b52221316b
Update DynamicTexture.js
...
See. Never deploy on Friday the 13th.
2023-10-13 18:37:22 +01:00
Richard Davey
b28ad7f3d3
The BitmapMask
wouldn't correctly set the gl viewport when binding, which caused the mask to distort in games where the canvas resizes from its default. Fix #6527
2023-10-13 17:53:55 +01:00
Richard Davey
bae26a5205
When a framebuffer is deleted, it now sets its renderTexture
property to undefined
to ensure the reference is cleared.
2023-10-13 17:15:21 +01:00
Richard Davey
3333fa39e7
Fixed DynamicTexture memory leak on WebGL
...
* The `DynamicTexture` was leaking memory by leaving a WebGLTexture in memory when its `setSize` method was called. This happens automatically on instantiation, meaning that if you created DynamicTextures and then destroyed them frequently, memory would continue to increase (thanks David)
* `DynamicTexture.width` and `height` were missing from the class definition, even though they were set and used internally. They're now exposed as read-only properties.
* `DynamicTexture.setFromRenderTarget` is a new method that syncs the internal Frame and TextureSource GL textures with the Render Target GL textures.
2023-10-13 17:14:22 +01:00
Richard Davey
059ff984a2
JSDocs fix
2023-10-13 14:45:49 +01:00
Richard Davey
4ef3c58caa
Updated jsdocs
2023-10-13 13:09:28 +01:00
Richard Davey
389f510719
Update GetAdvancedValue.js
2023-10-12 18:49:10 +01:00
Richard Davey
d74e767050
Delete color attachment
2023-10-12 18:49:06 +01:00
Richard Davey
1935119141
Array Remove and unbind before deleting the framebuffer
2023-10-12 15:22:26 +01:00
Richard Davey
2d364f08c4
Clear stamp texture if current
2023-10-12 15:22:26 +01:00
Richard Davey
e5b04be760
Reset stamp texture
2023-10-12 15:22:26 +01:00
Richard Davey
aec66eea78
2nd parameter not required
2023-10-12 15:22:26 +01:00
Richard Davey
6fcee8fe8f
No need to null the source glTexture
2023-10-12 15:22:26 +01:00
Richard Davey
758db68d1a
Remove event handler first
2023-10-12 15:22:26 +01:00
Richard Davey
4748edf908
Use the new tile.tintFill boolean
2023-10-11 20:53:40 +01:00
Richard Davey
c04c61ad1a
TilemapLayer.setTintFill
is a new method that will apply a fill-based tint to the tiles in the given area, rather than an additive-based tint, which is what the setTint
method uses.
2023-10-11 20:53:31 +01:00
Richard Davey
641276c625
Tile.tintFill
is a new boolean property that controls if the tile tint is additive or fill based. This is used in the TilemapLayerWebGLRenderer function.
2023-10-11 20:53:12 +01:00
Richard Davey
181a022348
Merge branch 'master' of https://github.com/photonstorm/phaser
2023-10-10 20:22:31 +01:00
Richard Davey
b958123dad
Fixed typedefs
2023-10-10 20:22:28 +01:00
samme
034a24b74b
Fix TypeError in PutTileAt()
...
Fixes #6622
2023-10-10 11:36:23 -07:00
Richard Davey
0e145756bb
Added new uniforms and handle rounding in the shader
2023-10-10 18:50:17 +01:00
Richard Davey
6360d76515
Removed use of roundPixels
for now
2023-10-10 18:49:59 +01:00
Richard Davey
4bb2807627
Added uRoundPixels and uResolution to the core shaders
2023-10-10 18:49:49 +01:00
Richard Davey
cd1854630e
Testing round pixels on shader
2023-10-05 14:39:21 +01:00
Richard Davey
ae24bc9d03
Updated GetCollidesWith
2023-10-04 21:31:54 +01:00
Richard Davey
f7f070eedf
Merge all the functions into the component
2023-10-04 21:30:50 +01:00
Richard Davey
6bfaa94c4d
Add Collision Component mixin
2023-10-04 21:30:41 +01:00
Richard Davey
07620231e5
Add Collision Component and properties
2023-10-04 21:30:27 +01:00
Richard Davey
3268650dcb
Make Collision Component capable of working with Groups and Tilemap Layers
2023-10-04 17:09:37 +01:00
Richard Davey
0cb99a7ecf
Added canCollide
method and used it in all collision checks
2023-10-04 16:29:07 +01:00
Richard Davey
fd899c03e8
Update SetCollisionObject.js
2023-10-04 16:28:29 +01:00
Richard Davey
2461bf076a
Added collision category, collision mask and related methods
2023-10-04 16:28:22 +01:00
Richard Davey
922b756503
Added collision category marker and nextCategory
method
2023-10-04 16:27:37 +01:00
Richard Davey
eda08c20f5
Exposed Collision Component
2023-10-04 16:26:20 +01:00
Richard Davey
a08c25fd35
Added Collision component
2023-10-04 16:26:11 +01:00
Richard Davey
279a25ca88
Create Collision.js
2023-10-04 16:23:23 +01:00
Richard Davey
4e61b9fd13
Create ArcadeCollider.js
2023-10-04 16:23:17 +01:00
Richard Davey
9121ea527d
Create SetCollidesWith.js
2023-10-04 16:23:13 +01:00
Richard Davey
e25e2489c4
Update SetCollisionObject.js
2023-10-04 12:49:27 +01:00
Richard Davey
49e97291cf
SetCollisionObject
is a new function that Arcade Physics bodies use internally to create and reset their ArcadeBodyCollision
data objects.
2023-10-04 12:46:58 +01:00
Richard Davey
b364995f2f
Added Body.slideFactor vec2
...
* Arcade Physics Bodies have a new property called `slideFactor`. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.
* `Body.setSlideFactor` is a new method that sets the Body's `slideFactor` property.
2023-10-04 11:57:37 +01:00
Richard Davey
563137ac78
Typo fix
2023-10-04 11:57:24 +01:00