Pavle Goloskokovic
af8666f611
Added reset method that calls super stop method in order to reset sounds state
...
Calling reset method and setting audio to null after hijacking audio tag from another sound
2018-01-11 18:15:42 +01:00
Pavle Goloskokovic
106e32499f
Sorting sounds to hijack audio from by loop and seek properties values
2018-01-11 18:12:52 +01:00
Pavle Goloskokovic
f377b4fa85
Finding another sound to hijack audio tag from if there are no free audio tags and override setting is set to true
2018-01-11 18:11:10 +01:00
Pavle Goloskokovic
fc19a05f0b
Returning false if override setting of sound manager is set to false
2018-01-11 18:05:12 +01:00
Pavle Goloskokovic
935ef78102
Added method for finding unused audio tag for playing sound
2018-01-11 18:04:17 +01:00
Pavle Goloskokovic
6730b3b314
Defined seek property for HTML5AudioSound class
2018-01-11 18:00:42 +01:00
Pavle Goloskokovic
d6b11e2fdb
Defined seek property's setter for HTML5AudioSound class
2018-01-11 17:59:36 +01:00
Pavle Goloskokovic
afb8075379
Defined seek property's setter for HTML5AudioSound class
2018-01-11 17:58:26 +01:00
Pavle Goloskokovic
110c6891dd
Defined volume property for HTML5AudioSound class
2018-01-11 17:57:04 +01:00
Pavle Goloskokovic
8f9eafd315
Defined mute property for HTML5AudioSound class
2018-01-11 17:55:05 +01:00
Pavle Goloskokovic
495a79d4bf
Implemented setRate method
2018-01-11 17:51:58 +01:00
Pavle Goloskokovic
91f9629ed2
Implemented setVolume method
2018-01-11 17:50:20 +01:00
Pavle Goloskokovic
162a063f03
Implemented setMute method
2018-01-11 17:49:40 +01:00
Pavle Goloskokovic
ede81f2a03
Added destroy method
2018-01-11 17:48:23 +01:00
Pavle Goloskokovic
0223019290
Added blank update method
2018-01-11 17:47:01 +01:00
Pavle Goloskokovic
d51156fe94
Added stop method implementation that calls super method and dispatches stop event
2018-01-11 17:45:02 +01:00
Pavle Goloskokovic
196258b8ac
Added resume method implementation that calls super method and dispatches resume event
2018-01-11 17:43:56 +01:00
Pavle Goloskokovic
5e8d0dcaee
Added pause method implementation that calls super method and dispatches pause event
2018-01-11 17:42:18 +01:00
Pavle Goloskokovic
d3c034e5cc
Added play method implementation that calls super method and dispatches play event
2018-01-11 17:40:59 +01:00
Pavle Goloskokovic
b452859b78
Assigning duration and totalDuration values to audio tag duration
2018-01-11 17:38:47 +01:00
Pavle Goloskokovic
1d925105bd
Audio property docs update
2018-01-11 17:37:28 +01:00
Pavle Goloskokovic
ad858d1475
Throwing an error if no sound with given key was loaded
2018-01-11 17:36:51 +01:00
Pavle Goloskokovic
cf83880fb0
Defined tags property that holds reference to audio tags array
2018-01-11 17:35:25 +01:00
Pavle Goloskokovic
b22116e1f8
Updated override property docs
2018-01-11 17:32:49 +01:00
Pavle Goloskokovic
2372fdd812
Completed a TODO to return HTML5AudioSoundManager instance when necessary
2018-01-11 17:29:57 +01:00
Pavle Goloskokovic
7c715f1ba0
Removed detune property since it is already implemented in BaseSound class
2018-01-11 17:28:52 +01:00
Pavle Goloskokovic
be713af155
Removed rate property since it is already implemented in BaseSound class
2018-01-11 17:28:25 +01:00
Pavle Goloskokovic
98700ffff2
Updating play method to return boolean indicating if play call was done successfully
2018-01-11 17:27:19 +01:00
Pavle Goloskokovic
15562a70e3
Updated override property docs
2018-01-11 17:25:55 +01:00
Pavle Goloskokovic
ef60c16551
Marking audio tags as unused when creating them
2018-01-11 17:25:27 +01:00
Pavle Goloskokovic
2903417798
Defining detune property on a BaseSound class since it's the shared behaviour between subclasses
2018-01-11 17:24:53 +01:00
Pavle Goloskokovic
15f2717e9b
Defining rate property on a BaseSound class since it's the shared behaviour between subclasses
2018-01-11 17:24:26 +01:00
Pavle Goloskokovic
c0c6e39ccd
Updating play method to return boolean indicating if play call was done successfully
2018-01-11 17:22:57 +01:00
Pavle Goloskokovic
5aec2e45e4
Merge remote-tracking branch 'origin/master'
2018-01-11 16:51:11 +01:00
Pavle Goloskokovic
e75871adec
Added override property to HTML5AudioSoundManager
2018-01-11 16:50:50 +01:00
Richard Davey
829747370c
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-01-11 14:48:46 +00:00
Richard Davey
e601f4060a
Exposed SoundManager via Scene Systems
2018-01-11 14:48:43 +00:00
Michael Hadley
5241798ab3
Pass TILE_BIAS from arcade world into tile colliding functions
2018-01-11 08:32:07 -06:00
Richard Davey
718859b02e
Moved the depth sorting functions into the DisplayList class, as it's really the one responsible for it, not System.
2018-01-11 13:59:06 +00:00
Michael Hadley
98ae8009e0
Arcade rect vs tilemap layer collision handling
2018-01-10 20:47:25 -06:00
Michael Hadley
fdc1af0cd2
Install isTilemap prop used by physics system for fast type checking
2018-01-10 20:45:28 -06:00
Michael Hadley
32788d6eb6
Stub arcade collide vs tilemap methods
2018-01-10 20:43:11 -06:00
Michael Hadley
e3699aaea0
Remove unnecessary Arcade Body#tilePadding
2018-01-10 19:34:22 -06:00
Felipe Alfonso
8e66cf9f98
Merge branch 'master' into rendering-cleanup
2018-01-10 17:05:32 -03:00
Felipe Alfonso
54274b782a
BlitterBatch pipeline working
2018-01-10 17:03:01 -03:00
Richard Davey
04b8f4203e
Started moving plugins to their own folders.
2018-01-10 16:29:46 +00:00
Pavle Goloskokovic
9fc3aaa0da
Moved HTML5AudioSoundManager.js
2018-01-10 16:50:21 +01:00
Pavle Goloskokovic
081908fd7b
Moved HTML5AudioSound.js
2018-01-10 16:50:11 +01:00
Pavle Goloskokovic
0a10240c61
Moved HTML5AudioFile
2018-01-10 16:49:56 +01:00
Pavle Goloskokovic
d0d3a6473d
Merge remote-tracking branch 'origin/master'
2018-01-10 16:20:13 +01:00
Richard Davey
4da410117f
Merge pull request #3152 from halgorithm/fix-normalize
...
Fix geom/point/Normalize.js
2018-01-10 13:25:25 +00:00
Hal Helms
89e4289c9d
Fix WeightedRandomize.js
2018-01-09 22:26:02 -08:00
Hal Helms
42ad0ac399
Add semicolons to WeightedRandomize
2018-01-09 22:24:56 -08:00
Hal Helms
302eba15d9
Update WeightedRandomize docs for index arrays
2018-01-09 22:09:28 -08:00
Hal Helms
e128733f02
Update WeightedRandomize() to support index arrays
2018-01-09 22:05:34 -08:00
Hal Helms
4fd10f437c
Fix geom/point/Normalize.js
2018-01-09 21:58:13 -08:00
Felipe Alfonso
15c45bda0e
BlitterBatch2 base rendering. Still missing Texture binding
2018-01-09 19:51:22 -03:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
7a155f66fe
Added Tilemap back in and tested with Blitter object, and it works really fast.
2016-11-15 03:11:21 +00:00
Richard Davey
346fbc2cbd
Blitter + Bob now rendering and updating fully.
2016-11-15 01:57:42 +00:00
Richard Davey
6866e8303a
Added immediate option, to skip the Update Manager.
2016-11-15 01:57:29 +00:00
Richard Davey
e150efea1f
Added Blitter Game Object, for fast drawing of texture frames, with single level transforms.
2016-11-14 23:38:41 +00:00
Richard Davey
67eb8753e8
Added default values.
2016-11-14 23:38:20 +00:00
Richard Davey
4d4344bf03
Arcade Physics updated to use new Transform system.
2016-11-11 02:20:31 +00:00
photonstorm
aac31f6858
FBOs are bound to parents.
2016-11-10 17:05:04 +00:00
photonstorm
e66c1514e0
Transforms update vertex data on parent changes.
2016-11-10 17:04:55 +00:00
photonstorm
49c57089b3
Quick test.
2016-11-10 17:04:37 +00:00
photonstorm
fa3905c8c7
Containers added themselves to States properly.
2016-11-10 17:04:29 +00:00
Richard Davey
d0eab7a4e7
Added Ellipse.circumferencePoint
2016-11-10 03:00:41 +00:00
Richard Davey
f621f4aa81
Added ref to State Manager.
2016-11-10 02:01:02 +00:00
Richard Davey
13d8f332f4
Drag events.
2016-11-10 00:53:29 +00:00
Richard Davey
fb8da7ac08
Fixed transform look-up.
2016-11-10 00:41:15 +00:00
Richard Davey
8d8ca49f5e
Fixed UpdateManager call.
2016-11-10 00:10:48 +00:00
Richard Davey
89885dcb7c
Refactored the Input Manager.
2016-11-10 00:10:39 +00:00
photonstorm
be13ededee
Panic stations.
2016-11-09 15:33:47 +00:00
photonstorm
38868d6ecf
Fixed Pixel Field.
2016-11-09 15:33:42 +00:00
photonstorm
519c121a52
Updated the way the State Config works.
2016-11-09 14:52:53 +00:00
photonstorm
9064727b41
Added performance.now polyfill.
2016-11-09 14:52:44 +00:00
photonstorm
c0a98c467f
Removed the console debug.
2016-11-09 14:52:34 +00:00
photonstorm
0c14b261d5
Removed all the _old properties.
2016-11-09 14:52:23 +00:00
photonstorm
7a35f68ddc
MainLoop rendering interpolation done.
2016-11-09 12:25:26 +00:00
Richard Davey
961997ac5c
Debugging the loop.
2016-11-09 09:05:50 +00:00
Richard Davey
48f90fec34
Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
2016-11-08 01:50:57 +00:00
photonstorm
b3c2ddb420
Pre-crash salvage.
2016-11-07 17:05:14 +00:00
Richard Davey
c683ae2e1f
Tidying up.
2016-11-07 01:01:09 +00:00
Richard Davey
d34a5062c0
New Frame Crop function.
2016-11-07 00:33:53 +00:00
Richard Davey
4b42972a9b
Comment out some parts that don't work yet.
2016-11-07 00:33:42 +00:00
Richard Davey
2e4e4be68d
Added Frame.clone.
2016-11-07 00:33:18 +00:00
Richard Davey
efebd79e30
Added State.pause.
2016-11-06 16:50:45 +00:00
Richard Davey
f2cb384da0
State indexing added.
2016-11-06 13:59:48 +00:00
Richard Davey
967bb6cc02
Don't move to active until init / preload / create is over.
2016-11-06 13:04:45 +00:00
Richard Davey
d568d2bede
Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
2016-11-06 12:18:08 +00:00
Richard Davey
21937a1106
States can once again be defined from pure functions now.
2016-11-04 06:25:07 +00:00
Richard Davey
89a737a620
State Manager holds all given states until booted before creating them.
2016-11-04 05:41:00 +00:00
Richard Davey
a5736f10e3
Phaser.State now takes a config object. Can be used to set managers, position, name, etc.
2016-11-04 04:12:18 +00:00
Richard Davey
c60eae4ee1
Fixed vert dimensions, texture still needs to be based on renderer size.
2016-11-04 04:11:47 +00:00
Richard Davey
f9745bbce3
States now own a Loader instance, rather than it being a Phaser global.
2016-11-04 03:21:04 +00:00
Richard Davey
893d35ea89
Multiple States now rendering together, with their own systems and managers :)
2016-11-04 03:09:48 +00:00
Richard Davey
2326b331f1
States now have their own FBO (under WebGL) which the renderer uses.
2016-11-04 02:24:49 +00:00
Richard Davey
a366ef8f3c
New State Manager up and running.
2016-11-04 02:08:17 +00:00
Richard Davey
dd34e4033a
Brand new State class.
2016-11-03 22:26:52 +00:00
Richard Davey
268e40ea7e
Add to 'state' by default now.
2016-11-03 22:26:39 +00:00
Richard Davey
2dd7e68707
Extends the Factory.
2016-11-03 22:26:28 +00:00
Richard Davey
a15747203e
Moved boot into Game, and added State property.
2016-11-03 22:26:16 +00:00
Richard Davey
89ece19c78
Disabled twirl.
2016-11-03 22:25:55 +00:00
Richard Davey
16e687cb2a
Fixed issue with FBO leaving no bound texture on unit zero.
2016-11-03 21:50:14 +00:00
Richard Davey
181e08a1f9
Testing fix.
2016-11-03 21:32:06 +00:00
Richard Davey
8971d8eaf4
Updated comments
2016-11-03 21:13:48 +00:00
Richard Davey
b65a9bec42
Tidying up.
2016-11-03 21:10:53 +00:00
Richard Davey
e0c6a0c470
Using createEmptyTexture again.
2016-11-03 21:06:14 +00:00
photonstorm
57e12415cc
Removing test code.
2016-11-03 17:25:14 +00:00
photonstorm
a86b02d55a
Finally! Fixed the multi texture + FBO pipeline.
2016-11-03 17:19:16 +00:00
photonstorm
a3d9cf9b6d
Tiny Batch!
2016-11-03 13:47:37 +00:00
Richard Davey
def3a93b5f
Trying to debug fbo + multi-texture 'cannot draw to same texture' issue.
2016-11-03 05:10:50 +00:00
Richard Davey
106a55e642
Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class.
2016-11-03 04:22:07 +00:00
Richard Davey
8439cf0c15
Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders.
2016-11-03 04:04:34 +00:00
Richard Davey
6e70669e28
Added getVerticesFromRect so the fbo is calculated from pixel values.
2016-11-03 02:50:52 +00:00
Richard Davey
8603374316
More docs.
2016-11-03 02:07:15 +00:00
Richard Davey
0b070822d3
Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in.
2016-11-03 01:51:31 +00:00
Richard Davey
9600ed038d
Updated destroy method.
2016-11-03 01:49:55 +00:00
Richard Davey
e2b7e54c5f
Testing twirl shader :)
2016-11-02 01:47:59 +00:00
Richard Davey
b5faa8843d
Finally, FBO for main renderer working!
2016-11-02 01:22:27 +00:00
Richard Davey
4b0c028200
Adding FBO support.
2016-11-02 01:00:56 +00:00
Richard Davey
6e284cf4f9
Removed test code.
2016-11-01 01:19:32 +00:00
Richard Davey
e6d0e17a8e
Guarded vertex update.
2016-11-01 01:19:22 +00:00
Richard Davey
03b651f79f
Loads of tweaks re: Transform inheritance.
2016-11-01 00:31:45 +00:00
Richard Davey
c681abbea8
Removed duplicate flush methods from the batch processors.
2016-10-31 21:46:31 +00:00
Richard Davey
19d9241dc7
Removed un-needed shaders.
...
Added batch processor switching and tested it.
2016-10-31 21:42:23 +00:00
Richard Davey
7477599005
Refactored ImageBatch into the more accurately named SingleTextureBatch.
2016-10-31 19:44:46 +00:00
photonstorm
5ef7fd3377
Moved flush to BaseBatch.
2016-10-31 17:15:36 +00:00
Richard Davey
8e2c5b7669
Removed dead code.
2016-10-31 00:03:57 +00:00
Richard Davey
c27b2f9fca
Changed batch limits. Currently running 20,000 pixels in 1 draw call.
2016-10-30 23:59:47 +00:00
Richard Davey
c4a79bfadc
Pixel Batch rendering working, and passing through properly.
2016-10-30 23:40:18 +00:00
Richard Davey
bd80999b33
Refined the Image and WebGL Renderers.
2016-10-30 22:58:14 +00:00
Richard Davey
a55df3f143
Added in the Pixel Field batch processor and start of the Game Object.
2016-10-30 22:57:50 +00:00
Richard Davey
3c248d1cb4
Added in the FX Batch processor.
2016-10-30 22:57:29 +00:00
Richard Davey
5ec168a741
Added the multi texture batch processor, and tested it working.
2016-10-30 22:57:19 +00:00
Richard Davey
322f711f58
Enabled the default and missing images again.
2016-10-30 22:56:17 +00:00
Richard Davey
525c3e1a44
Removed all the redundant methods and added in the new batch processors.
2016-10-30 22:56:06 +00:00
Richard Davey
577b81580a
New batch system working.
2016-10-30 14:57:38 +00:00
Richard Davey
7051557e21
Merging the functions into the right classes. Nearly ready to test.
2016-10-29 21:29:16 +01:00
Richard Davey
44f7629cc8
Tidying up the new batch.
2016-10-29 14:41:43 +01:00
Richard Davey
30dea30601
Splitting the batch processors into their own classes.
2016-10-29 13:38:57 +01:00
photonstorm
863efde5ed
Getting ready to move the shaders out.
2016-10-28 18:35:23 +01:00
Richard Davey
f1760f961d
Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working.
2016-10-28 02:42:58 +01:00
Richard Davey
33c618d30e
Fixed issue where changing blend mode didn't correctly reset the batch.
2016-10-27 15:14:22 +01:00
Richard Davey
2b850ad4e8
Setting the anchor dirties the Transform.
2016-10-27 15:14:09 +01:00
photonstorm
fd3898742f
Added ability to toggle multi-texture support at run-time.
2016-10-25 16:44:23 +01:00
photonstorm
8de992175e
Renamed Renderer spriteBatch to just batch.
2016-10-25 14:30:29 +01:00
photonstorm
a271a52ec7
Added glLastUsed property to TextureSource.
2016-10-25 13:23:14 +01:00
Richard Davey
120b6eb2bd
Blend Modes work. More optimisations in the batch manager.
2016-10-25 03:57:34 +01:00
Richard Davey
dae0b2c124
Fixed Multi Texture support across split texture atlases.
2016-10-25 01:54:49 +01:00
Richard Davey
8ab7dc80dc
Sorted out swapping WebGL textures in a non-multi texture environment.
2016-10-25 01:40:16 +01:00
Richard Davey
4c6691863c
Fixed Multi Texture support in the new batch manager.
2016-10-25 00:41:45 +01:00
photonstorm
2af81bdfba
Masses of refactoring in BatchManager, making it as compact and fast as possible.
2016-10-24 17:14:10 +01:00
Richard Davey
3cb806c86e
New addVerts method working.
2016-10-23 11:25:44 +01:00
Richard Davey
7cfe3b3919
Exploring using addVert / addVerts to allow for shadow injection from the Game Objects layer.
2016-10-22 18:02:43 +01:00
photonstorm
4af0fb3247
Added offset vector back in.
2016-10-20 15:01:22 +01:00
photonstorm
ef5e23abad
Fixed TI attribute.
2016-10-20 14:33:31 +01:00
Richard Davey
35373da918
Adding texture index
2016-10-20 05:04:06 +01:00
photonstorm
64cd88f7b4
Trying out flash effect.
2016-10-19 17:17:26 +01:00
photonstorm
d19148aec0
Getting to the point where the 'render' call is just array population, no calculation.
2016-10-19 14:31:35 +01:00
photonstorm
4c60effae4
Vertex Data calculations moved here, only updated when dirty. Saves time batch calculating.
2016-10-19 14:31:13 +01:00
photonstorm
f1e8396b6f
Tidying up.
2016-10-19 14:30:43 +01:00
photonstorm
079f81a639
Opps - blend mode needed :)
2016-10-19 14:30:33 +01:00
photonstorm
32e2df93c2
Fixed Inverse UV calc.
2016-10-19 14:30:23 +01:00
photonstorm
4f8e509f91
Fixed JSON Hash parsing.
2016-10-19 14:29:52 +01:00
photonstorm
0a659bcf67
No longer needed.
2016-10-19 14:29:38 +01:00
photonstorm
fb3bb4b32f
Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication.
2016-10-19 11:54:00 +01:00
Richard Davey
b49edb762e
Reset defaults.
2016-10-19 03:58:25 +01:00
Richard Davey
3d753255e4
Added support for the Background Color component values in the WebGL Sprite Batch shader.
2016-10-19 03:55:28 +01:00
Richard Davey
91ee135208
Fixed tint order and exposed via getters.
2016-10-19 03:10:30 +01:00
Richard Davey
5273799912
Added Color component to Stage and Image.
...
Added tint support into the Batch Manager.
2016-10-19 02:21:20 +01:00
Richard Davey
1aebdb9dd7
Fixed the Batch renderer at last. Just need to add multi-texture support back in.
2016-10-19 01:56:31 +01:00
Richard Davey
238c2fc8aa
Trying more things to get it working!
2016-10-19 00:23:40 +01:00
photonstorm
18b12dfc3e
Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
2016-10-18 17:03:25 +01:00
Richard Davey
c39c97f9d8
Starting to split up.
2016-10-17 21:22:55 +01:00
Richard Davey
d3f7813616
Timeline component base.
2016-10-16 23:52:09 +01:00
Richard Davey
60b23a157e
Added tint to Color component.
2016-10-16 23:51:54 +01:00
photonstorm
3020e3b8cf
Updating core objects.
2016-10-14 08:59:24 +01:00
photonstorm
d8adad4294
Dirty on creation.
2016-10-14 08:58:48 +01:00
photonstorm
64838a319a
New Color component.
2016-10-14 08:58:35 +01:00
photonstorm
bfd391b251
Using Color component.
2016-10-14 08:58:26 +01:00
photonstorm
15fbd0962d
Renamed to Update Manager.
2016-10-14 08:58:12 +01:00
photonstorm
f9ffe098c3
Check the worldAlpha when rendering.
2016-10-14 06:32:03 +01:00
photonstorm
9fcfa86cbf
Forced alpha context.
2016-10-14 06:31:53 +01:00
photonstorm
386e22b0fd
Commented out all the bg color stuff. It now just changes the canvas CSS.
2016-10-14 06:31:26 +01:00
photonstorm
9961eeee6b
Added worldAlpha property.
2016-10-14 06:31:01 +01:00
photonstorm
9f07eb176b
StateManager no longer saves and resets the context around a Canvas state render function.
2016-10-14 06:30:44 +01:00
photonstorm
e06b900a61
Removed antialias, transparent and physicsConfig arguments from the Game constructor.
2016-10-14 06:30:07 +01:00
photonstorm
e01141e522
Added updateFromDirtyParent.
2016-10-14 06:29:42 +01:00
photonstorm
ee20190ea8
The Children component can now skip modifying the Transforms.
2016-10-14 06:29:22 +01:00
photonstorm
582d705b1f
Updated base game objects.
2016-10-14 04:09:22 +01:00
photonstorm
60d348c464
Implemented a Dirty Transform Manager. Testing it out, but so far, so good.
2016-10-14 04:09:07 +01:00
photonstorm
ff2caeeb1c
Some quick Image tests (will need to move to Sprite soon)
2016-10-14 02:21:21 +01:00
photonstorm
c5088d4ba6
Updated Factory to add to parent.
2016-10-14 02:21:04 +01:00
photonstorm
26711241ac
Disabled access to World and Camera for now.
2016-10-14 02:20:35 +01:00
photonstorm
f6903df104
Stage now extends Container.
2016-10-14 02:20:01 +01:00
photonstorm
680ce51842
Updated Container methods, renamed renderers, added Factory.
2016-10-14 02:19:35 +01:00
photonstorm
d0cb0f2457
Commented out World and Camera for now.
2016-10-14 02:19:10 +01:00
photonstorm
c2841cc1f6
Fixed parenting.
2016-10-14 02:18:48 +01:00
photonstorm
fe623ec708
Fixed Transform, added in child management methods and tidied up.
2016-10-14 02:18:37 +01:00
Richard Davey
483c3eb34b
Updated to work with new Image properties.
2016-10-13 01:54:40 +01:00
Richard Davey
6373d8ebb3
Moved methods and getters around.
2016-10-13 01:54:30 +01:00
Richard Davey
559126d7b5
Moved to using new Transform component, and adjusted other properties.
2016-10-13 01:54:18 +01:00
Richard Davey
d6bb27f51c
Disabled the Debug class.
2016-10-13 01:54:01 +01:00
Richard Davey
72ee3c7a84
Updating Image game object to use the new Transform component.
2016-10-13 00:08:26 +01:00
Richard Davey
35854ea58d
Cache now adds in Default and Missing images to the new Texture Manager.
2016-10-13 00:08:11 +01:00
Richard Davey
e9b80ecb93
Added the Transform components.
2016-10-12 23:53:39 +01:00
Richard Davey
e05cc8978a
Added Data.merge.
2016-10-12 22:39:37 +01:00
photonstorm
ca4874cdd7
Data component updates.
2016-10-12 17:05:27 +01:00
photonstorm
9ed542781b
Added the new Data Component.
2016-10-12 15:19:04 +01:00
Richard Davey
271aab1844
Removed the GPU texture handlers out of the Texture Manager, and into the WebGL Renderer.
2016-10-11 23:48:22 +01:00
Richard Davey
379b54b554
Added TextureManager.addSpriteSheetFromAtlas and removed it from the Texture class.
2016-10-11 22:46:23 +01:00
Richard Davey
a2ac0a2c58
Multi-atlas loader support complete, adding to the Texture Manager properly.
2016-10-11 22:11:54 +01:00
Richard Davey
65ce4928d9
Expanded multi-atlas support in the Loader. Fixing ESLint errors too.
2016-10-11 19:50:36 +01:00
Richard Davey
591bf828a9
Phaser.ArrayUtils.numberArray now has optional prefix
and suffix
arguments, allowing you to do: numberArray(1, 4, 'Level ')
and the Array will contain ["Level 1", "Level 2", "Level 3", "Level 4"]
.
2016-10-11 17:42:58 +01:00
photonstorm
775dee029d
Added Loader.multiatlas - for multi-atlas textures.
2016-10-11 16:48:12 +01:00
photonstorm
ce3308ea1d
Hooking the Loader and Cache into the new Texture Manager.
2016-10-11 14:52:17 +01:00
Richard Davey
e0ef9cab8b
Hooked the Texture Manager into the Cache.
2016-10-10 23:57:51 +01:00
Richard Davey
70729234e8
Added the Texture Manager into the core systems list.
2016-10-10 23:39:52 +01:00
Richard Davey
3ac8c4fcc5
Tidied up the Children component.
2016-10-09 23:39:27 +01:00
Richard Davey
0af16817a5
Refactored GameObjects
to GameObject
.
2016-10-09 22:27:58 +01:00
Richard Davey
fb13151959
Start of the container.
2016-10-08 17:19:55 +01:00
Richard Davey
d137d3e989
Swapped over to using the new Factory.
2016-10-08 16:31:08 +01:00
Richard Davey
380e717e52
Finished off missing factories. Moved over the docs. Changed rogue @returns to @return everywhere.
2016-10-08 16:17:46 +01:00
Richard Davey
6d0dc5e003
Added BitmapText Factory.
2016-10-08 13:18:35 +01:00
Richard Davey
729020477a
New Game Objects structure in place, and starting to take shape.
...
Moved BitmapData and RenderTexture into the textures folder for now.
All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.
New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
85c580ac61
Starting porting RenderTexture over.
2016-10-07 03:55:55 +01:00
Richard Davey
f9fe6a3e94
Fixed canvas SpriteBatch and removed duplicate render functions.
2016-10-07 03:41:48 +01:00
Richard Davey
5b4280d694
Removed the matrix.
2016-10-07 03:34:42 +01:00
Richard Davey
35fd29a45a
Removed Pixi globals, and moved constructors above the prototype.
2016-10-07 03:32:37 +01:00
Richard Davey
1262ba7e51
Removed PixiDefaults.
2016-10-07 03:23:38 +01:00
Richard Davey
0abf9d958d
Updated scaleMode global.
2016-10-07 03:22:59 +01:00
Richard Davey
3fab1ce385
Working through the Pixi globals and removing them.
2016-10-07 03:21:39 +01:00
Richard Davey
98d2bdf03b
Fixed rotation! and setting Canvas tint modes.
2016-10-07 03:08:51 +01:00
Richard Davey
f6047763fa
Fixed Graphics rendering.
2016-10-07 02:53:34 +01:00
Richard Davey
39a8d71027
Fixed, and now rendering properly.
2016-10-07 02:31:35 +01:00
Richard Davey
2630a48266
Added TileSprite to the renderer.
2016-10-07 02:09:12 +01:00
Richard Davey
b18bdab447
UID is set by the Renderer now, removing another Phaser global.
2016-10-07 01:33:01 +01:00
Richard Davey
c67904311c
Moved default vertex shader to the sprite shader.
...
Added multi-texture support back in.
2016-10-07 01:12:31 +01:00
Richard Davey
ea9c9ae7b3
Removed gl texture ID.
2016-10-07 00:59:10 +01:00
Richard Davey
b254d085cd
All of the WebGL Graphics draw ops have been split out, tidied up and merged.
2016-10-07 00:40:31 +01:00
Richard Davey
97b1ac9d4f
Typo fix.
2016-10-06 23:37:44 +01:00
Richard Davey
8a72f0ff35
FilterTexture converted.
2016-10-06 23:36:00 +01:00
Richard Davey
281e9287d1
FilterManager converted. Temp. stencil buffer needs adding.
2016-10-06 23:19:26 +01:00
Richard Davey
caffc9ca5f
Added FilterManager and StencilManager to new renderer.
2016-10-06 22:59:42 +01:00
Richard Davey
a096dd4f7d
Removed context arrays.
2016-10-05 01:47:54 +01:00
Richard Davey
dc92c92a30
Removed all instances of gl.id
.
2016-10-05 01:45:22 +01:00
Richard Davey
a12ba9fa10
Added WebGL Sprite Batch.
2016-10-05 01:40:25 +01:00
Richard Davey
fe92b4e388
WebGL using mixins.
2016-10-05 01:25:06 +01:00
Richard Davey
4cd0e833d5
Sorted out the mixin needed for the Canvas renderer.
2016-10-05 01:09:23 +01:00
Richard Davey
047a994334
Canvas and WebGL rendering Text again.
2016-10-04 22:47:05 +01:00
Richard Davey
28eb7a5f40
Adding in more renderer game objects.
2016-10-04 22:36:07 +01:00
photonstorm
482bb96056
Added in SpriteBatch, Graphics and Strip shaders.
2016-10-04 16:51:47 +01:00
photonstorm
03f67a2677
Refactored WebGL renderer working for Sprites and Containers.
2016-10-04 15:39:54 +01:00
Richard Davey
d55cc215ee
Moving more rendering functionality over.
2016-10-04 00:58:52 +01:00
Richard Davey
0142997787
Merged Tint functions into Canvas Renderer.
2016-10-03 22:31:10 +01:00
Richard Davey
40bef9543a
Updated Game Object renderer blocks to use 'this'.
...
Split out the Graphics renderer to avoid being a giant if/else loop.
2016-10-03 21:46:39 +01:00
photonstorm
7b40711418
Moved the Mask related features from Graphics into the Canvas Renderer.
2016-10-03 17:14:44 +01:00
photonstorm
1da95994a5
First pass of the newly re-structured Canvas Renderer (still using old texture system though).
2016-10-03 12:44:54 +01:00
Richard Davey
42b8118fa0
All core features of the new Texture classes are now done. Multi-atlas support, Sprite Sheets embedded in atlases, shared source references, shared frame data, and split parsers. Phew.
2016-09-30 06:07:00 +01:00
photonstorm
184b070440
Fixed Sprite Sheet parser.
2016-09-29 16:32:24 +01:00
photonstorm
f993769336
Lots of work on the new Texture classes.
2016-09-29 16:10:22 +01:00
Richard Davey
2590e67e2b
First pass at the new consolidated Texture classes. Ultimately these will replace PIXI.BaseTexture, PIXI.Texture and Phaser.Frame. Objects will grab frame references, rather than creating their own Texture objects all the time.
2016-09-29 04:21:12 +01:00
Richard Davey
0aa6650422
Re-arranged methods and added parent.
2016-09-29 03:10:16 +01:00
Richard Davey
043efb759c
Updated version.
2016-09-29 03:09:59 +01:00
Richard Davey
b5ef896448
Device.arora has been removed.
...
Device.epiphany has been removed.
Device.midori has been removed.
Device.css3D has been removed, and the function that tested it is no longer run.
Device.isConsoleOpen has been removed. The function only worked on a very limited set of old browsers.
Device.littleEndian has been removed, you can use Device.LITTLE_ENDIAN instead.
2016-09-29 03:09:49 +01:00
Richard Davey
e47a7741c3
Modified showDebugHeader so it works on Chrome, FF and Safari. Updated colors and text. Removed the easter egg.
2016-09-29 02:48:48 +01:00
Richard Davey
5cb7cc8e92
Start of the new Children component.
2016-09-29 02:29:56 +01:00
Richard Davey
6ce28658f6
PIXI.Float32Array, PIXI.Uint16Array, PIXI.Uint32Array and PIXI.ArrayBuffer have all been removed, and replaced with their own proper native versions. The polyfill now captures any instances where the browser needs to fall back to an Array instead.
2016-09-28 19:02:59 +01:00
photonstorm
4ca182dd1a
PIXI._UID has been removed, all affected classes now use Phaser._UID.
2016-09-28 17:14:07 +01:00
photonstorm
2b220a3ae0
PIXI.RETINA_PREFIX has been removed, as it was never used anywhere internally.
2016-09-28 16:58:23 +01:00
photonstorm
c836d4bfbd
PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
...
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
f9a2c2a79e
PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
...
WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
2016-09-28 16:42:33 +01:00
photonstorm
e1370f3549
Ignore EarCut from jshint. Too many errors.
2016-09-28 15:40:30 +01:00
photonstorm
69db3632d6
PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on.
2016-09-28 15:10:43 +01:00
photonstorm
a2cd364db5
Removed AbstractFilter and its manifest entry.
2016-09-28 14:31:23 +01:00
photonstorm
347519d8cb
Removed as no longer used internally.
2016-09-28 14:30:25 +01:00
photonstorm
a8d1bbcfdc
PIXI.AbstractFilter has been merged into the Phaser.Filter class.All references to PIXI.AbstractFilter have been updated to use Phaser.Filter instead.
2016-09-28 14:30:15 +01:00
photonstorm
879bcffc88
Removed PIXI.Utils and remapped functions to their new locations.
2016-09-28 14:02:02 +01:00
photonstorm
b0f27b3f3c
Color.hexToRGBArray converts a hex color value to an [R, G, B] array.
...
Color.RGBArrayToHex converts an RGB color array, in the format: [R, G, B], to a hex color value.
2016-09-28 13:57:29 +01:00
photonstorm
eda4961c06
Math.getNextPowerOfTwo will get the next power of two for the given value.
...
Math.isPowerOfTwo will return a boolean if the given width and height are a power of two.
2016-09-28 13:48:08 +01:00
photonstorm
bffdb8fbc5
Moved the Canvas tests into the Phaser.Device class.
2016-09-28 13:39:30 +01:00
photonstorm
ae9460c80e
Docs fix.
2016-09-28 13:39:05 +01:00
photonstorm
2cf447c151
PIXI.EarCut has been moved into the Phaser utils
folder, and renamed to Phaser.EarCut
. All references to PIXI.EarCut have been updated to match the new namespace.
2016-09-28 13:38:59 +01:00
photonstorm
1e15012a91
PIXI.CanvasPool has been moved into the Phaser utils
folder, and renamed to Phaser.CanvasPool
. All references to PIXI.CanvasPool have been updated to match the new namespace.
2016-09-28 12:53:04 +01:00
photonstorm
508e5ae723
PIXI.TilingSprite has been removed, and all functionality merged in to Phaser.TileSprite, to cut down on the number of internal classes and inheritance going on.
2016-09-28 11:57:11 +01:00
Richard Davey
2005c9d86d
PIXI.RenderTexture has been removed, and all functionality merged in to Phaser.RenderTexture, to cut down on the number of internal classes and inheritance going on.
2016-09-28 01:40:29 +01:00
Richard Davey
0bfb52d159
Phaser.SpriteBatch was incorrectly applying the prototypes, causing the Sprite Batch render methods to be replaced by the normal DisplayObjectContainer ones, meaning nothing was really batched at all. This has now been fixed, and PIXI.SpriteBatch removed, as it's no longer required.
2016-09-28 00:43:19 +01:00
Felipe Alfonso
d5c9ab669e
Added global texture array
2016-09-27 20:43:00 -03:00
Richard Davey
1d7b54b7d4
Merged Sprite Batch updates.
2016-09-27 23:22:26 +01:00
Richard Davey
41ad0873d4
Fixing the Sprite Batch.
2016-09-27 23:20:38 +01:00
photonstorm
2d84ea8938
Removed SS in Atlas.
2016-09-27 14:27:12 +01:00
photonstorm
840d3669b0
Updated tutorial code so you can't bounce off stars.
2016-09-27 13:57:32 +01:00
Richard Davey
00abd388e8
Bumped version.
2016-09-27 02:00:40 +01:00
Richard Davey
1c415a0d7e
Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font ( #2614 )
2016-09-27 02:00:31 +01:00
Richard Davey
811c347cc3
Camera.fade has a new argument alpha
to control the alpha level of the effect (thanks @rgk #2493 )
...
Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493 )
2016-09-27 01:07:40 +01:00
Richard Davey
2bc9c73838
The Video.playing property didn't check to see if the Video existed, and would throw the error Uncaught TypeError: Cannot read property 'paused' of null
if you called it after destroying the video (thanks @Tetley #2740 )
2016-09-26 23:35:41 +01:00
Richard Davey
0692bf01b5
If you called Video.changeSource, and then immediately called Video.play after it, it would fire the onComplete
event twice (thanks @jaraiza #2543 )
2016-09-26 23:28:41 +01:00
Richard Davey
f331697fee
Text.splitRegExp is a new property that allows you to control the regular expression that is used to split the text into multiple lines (@dai-shi #1403 )
2016-09-26 22:35:54 +01:00
Richard Davey
feb1b980c0
Text.width and Text.height now divide the result by the Text.resolution, to avoid incorrect dimensions on High DPI devices (thanks @mattahj #2146 )
2016-09-26 22:22:31 +01:00
Richard Davey
604da9ebc8
TS defs fix #2754
2016-09-26 21:28:43 +01:00
Richard Davey
a16e6e92ff
Tidying up the formatting #2760
2016-09-26 21:02:36 +01:00
Richard Davey
de56e37400
Merge pull request #2760 from JTronLabs/dev
...
Phaser.Math.between fixes & added Phaser.Math.random
2016-09-26 20:55:05 +01:00
Richard Davey
53de7c20f0
Small code tidy + TS defs for #2763
2016-09-26 20:49:35 +01:00
Richard Davey
bb452e2b4e
Merge pull request #2763 from arefiev/skip-frames-in-spritesheets
...
Add a parameter to load.spritesheet which tells it how many frames to…
2016-09-26 20:44:17 +01:00
Kevin Albertson
a512763508
Fixed fixedToCamera update for Group.
2016-09-25 22:39:59 -04:00
Richard Davey
4cc18e2df4
Phaser 3.0.0 Beta 1 release.
2016-09-21 23:22:08 +01:00
Richard Davey
31592b98f1
The P2 Physics library has been updated to 0.7.1. This is still quite out of date, but as soon as they release their latest build (hopefully soon) we'll update to that.
2016-09-21 23:16:14 +01:00
Richard Davey
665f126461
Updated docs and defs.
2016-09-21 23:10:46 +01:00
Richard Davey
0d1d4f048f
Updated docs.
2016-09-21 23:08:48 +01:00
Richard Davey
cfb2f73813
Removed un-used property.
2016-09-21 23:00:20 +01:00
Richard Davey
fb1ea7a01e
Updated documentation.
2016-09-21 22:59:20 +01:00
Richard Davey
6aff35b5fd
Frame.rotationDirection
has been removed. It isn't needed, as modern texture packers only rotate 90 degrees clockwise anyway, and Phaser only supports this rotation direction.
2016-09-21 22:53:30 +01:00
Richard Davey
5cf3fcccbc
Fixed CanvasTinter for rotated texture frames.
2016-09-21 22:47:05 +01:00
Felipe Alfonso
98e0fceac9
Moved transform for rotated texture clipping to a single transform. Added support for webgl rotated textures
2016-09-21 17:48:26 -03:00
Richard Davey
f3c5b7a0bc
TS defs update.
2016-09-20 02:03:00 +01:00
Richard Davey
6bd0ab6a8c
Updated jsdocs and jshint fixes.
2016-09-20 01:48:30 +01:00
Felipe Alfonso
2f3fc22b50
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2016-09-19 20:58:18 -03:00
Felipe Alfonso
702bc9b69f
fixed issues with conflict resolving
2016-09-19 20:54:06 -03:00
Richard Davey
3f4decd59e
First pass at adding rotated atlas frame support in to the Canvas renderer.
2016-09-20 00:53:00 +01:00
Felipe Alfonso
d0c23c15b5
Merge branch 'dev' into texture-compression-webgl
...
Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-19 20:19:24 -03:00
Mikhail Arefiev
e3b8071d43
Add a parameter to load.spritesheet which tells it how many frames to skip. Good when you have huge PNGs with multiple spritesheets in each.
2016-09-20 01:50:11 +03:00
Richard Davey
4057412397
Updated array allocation.
2016-09-19 23:48:56 +01:00
Richard Davey
3924371aae
New property for batched textures.
2016-09-19 23:46:05 +01:00
Richard Davey
b0ce81bec0
Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI
, or you can pass the property multiTexture: true
in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
...
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
Richard Davey
6caec0d14d
Updated the pointer check code in the Device class, to get rid of the message Navigator.pointerEnabled is a non-standard API added for experiments only. It will be removed in near future.
in Chrome.
2016-09-19 23:10:42 +01:00
Richard Davey
e49151877b
jshint fixes.
2016-09-19 22:28:25 +01:00
Felipe Alfonso
c22f37818f
Fixed issue when initializing pixishader from filter manager
2016-09-19 18:17:51 -03:00
Felipe Alfonso
ca07b988a0
Merge branch 'renderer-updates' into texture-compression-webgl
2016-09-19 14:20:39 -03:00
Felipe Alfonso
840ea05bae
Fix that allows for using filters with multi texture. It'll still be disabled for filter textures and render targets (framebuffers)
2016-09-16 17:43:55 -03:00
Felipe Alfonso
0f63bfa210
Fixed problem with filters. If filters are used multi-texture batching support is dropped.
2016-09-15 17:25:46 -03:00
Felipe Alfonso
e67830fb13
wip fixing pixi's filter manager bug with multi-texture implementation
2016-09-15 16:53:34 -03:00
James Lowrey
ff75721507
minor docs fixes from last commit
2016-09-14 18:31:21 -07:00
James Lowrey
a6302cdd9a
fixed between() docs and updated it to accept negative numbers, default values, and auto-orders min/max parameters if they're input wrong. Added a random() function that does the same but returns floats instead of integers
2016-09-14 18:25:58 -07:00
Felipe Alfonso
b7a61200e0
Fixed framebuffer / FilterTexture issue when using multi texture batching
2016-09-14 17:13:08 -03:00
Felipe Alfonso
e99ab878fd
Fixing framebuffer src -> dst bug
2016-09-14 16:12:52 -03:00
Felipe Alfonso
34cb845ac8
Wip fixing filter issue with multitexture
2016-09-12 23:17:25 -03:00
Felipe Alfonso
c8f7761cc9
Added selection of multi texture for the rest of PIXI shaders
2016-09-12 19:00:29 -03:00
Felipe Alfonso
58f74ec16b
Merge branch 'dev' into multitexture-gl
...
Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
2016-09-08 19:51:25 -03:00
Felipe Alfonso
224c397622
Added dynamic shader selection if multi texture is enabled. If not it'll fallback to default pixi shader
2016-09-08 19:28:19 -03:00
Felipe Alfonso
4ecab8a912
Merge branch 'renderer-updates' into multitexture-gl
2016-09-08 19:21:26 -03:00
Felipe Alfonso
7350509f0b
by default multitexture is disabled
2016-09-08 19:17:59 -03:00
Felipe Alfonso
8a8e026ce3
Merge commit '314b0889750792fcfbe240296361e58db224ed91' into multitexture-gl
2016-09-08 16:13:10 -03:00
Richard Davey
c42c447bfb
Weapon.multiFire is a new property that allows you to set a Weapon as being allowed to call fire
as many times as you like, per game loop. This allows a single Weapon instance to fire multiple bullets.
...
Weapon.fire has two new arguments: `offsetX` and `offsetY`. If the bullet is fired from a tracked Sprite or Pointer, or the `from` argument is set, this applies a horizontal and vertical offset from the launch position.
Weapon.fireOffset attempts to fire a single Bullet from a tracked Sprite or Pointer, but applies an offset to the position first. This is a shorter form of calling `Weapon.fire` and passing in the offset arguments.
Weapon.fireMany attempts to fire multiple bullets from the positions defined in the given array. If you provide a `from` argument, or if there is a tracked Sprite or Pointer, then the positions are treated as __offsets__ from the given objects position. If `from` is undefined, and there is no tracked object, then the bullets are fired from the given positions, as they exist in the world.
2016-09-08 01:42:19 +01:00
Richard Davey
8a78029e2b
Merge pull request #2728 from samme/issue-2720
...
Add a hint for resizing Body of scaled Sprites
2016-09-07 23:27:34 +01:00
Richard Davey
1193bc7d47
Return null instead of false.
2016-09-07 23:25:37 +01:00
Richard Davey
f990e632f1
Tidying-up code style.
2016-09-07 23:23:47 +01:00
Richard Davey
c3b4590e29
Merge pull request #2731 from JTronLabs/dev
...
Cleaned up commits from previous PR
2016-09-07 23:23:04 +01:00
Richard Davey
85fc05ec0b
Merge pull request #2729 from samme/line-fromSprite-center
...
Use centerX, centerY in Phaser.Line#fromSprite
2016-09-07 23:16:01 +01:00
Richard Davey
07994c37a1
Merge pull request #2739 from samme/issue-2738
...
Test for `camera.fx` before resetting
2016-09-07 23:12:00 +01:00
Alex Espinoza
e6cb910d6a
Remove use of non-existent begin variable and
...
reference beginIndex instead
2016-09-05 23:30:43 -04:00
samme
b67073c62d
Test for camera.fx
before resetting
2016-09-04 11:18:08 -07:00
James
42ca43d98c
updated docs on Arcade body's setSize
2016-08-30 17:08:25 -05:00
James
99f0fb63bd
prevent crash if weapon's bullets have not yet been initialized before settting _bulletClass
2016-08-30 17:05:27 -05:00
James
639b9161f7
updated docs on weapon's setBulletBodyOffset
2016-08-30 17:03:10 -05:00
James
3c605285ee
updated weapon's fire() docs
2016-08-30 16:58:27 -05:00
samme
792ae127bf
Add a hint for resizing Body of scaled Sprites
2016-08-29 12:50:05 -07:00
samme
f6cdcc3878
Use centerX, centerY in Phaser.Line#fromSprite
2016-08-29 12:08:31 -07:00
Richard Davey
7f7a355686
Preparing for Phaser 3.0.0 dev.
2016-08-26 02:20:05 +01:00
Richard Davey
dd39f9ab08
Updated TS defs.
2016-08-26 01:24:15 +01:00
photonstorm
a84021679b
Tidied up how crop destroys itself.
2016-08-25 16:41:26 +01:00
photonstorm
94a0dbe547
Text.updateText now sets Text.dirty = false
, which stops Text objects from having updateText
called twice on them after creation.
2016-08-25 14:16:48 +01:00
photonstorm
19dbd8bba8
The Weapon.fireRateVariance property was never taken into account internally. It's now applied to the firing rate correctly (thanks @noseglid #2715 )
2016-08-25 13:31:43 +01:00
photonstorm
cbbb2cd97b
Created _rotatedPoint in the constructor, and tidied up code formatting to match the rest of Phaser #2672
2016-08-25 13:12:42 +01:00
Richard Davey
dfbdd59f33
Merge pull request #2672 from bobonthenet/master
...
Weapon.Fire now tracks offset rotation
2016-08-25 13:06:31 +01:00
Richard Davey
d8cb40aa5e
Merge pull request #2700 from kjav/patch-2
...
Fixed typo in TileSprite.js comment
2016-08-25 13:04:31 +01:00
photonstorm
ad0e4aca2e
Large batch of jshint fixes.
2016-08-25 13:03:41 +01:00
bobonthenet
7da5604500
Use this.rotatedPoint instead of a new object
2016-08-22 21:36:49 -04:00
samme
b05becf962
Correct docs:
...
* `angularAcceleration`, `angularDrag`, and `angularVelocity` are measured in degrees.
* `angle` describes `velocity` and is unrelated to angular motion
2016-08-22 12:05:12 -07:00
photonstorm
cbef6d6648
Formatting fix.
2016-08-22 18:38:40 +01:00
photonstorm
11b0436a26
Fixed Arcade Physics Circle body collision, after the #2654 change broke it unintentionally.
2016-08-22 16:23:22 +01:00
photonstorm
92fc28010b
Tidying up formatting.
2016-08-22 13:37:46 +01:00
photonstorm
7b9c4114b2
Preparing for 2.6.2 release.
2016-08-22 12:31:02 +01:00
Richard Davey
19342fa3af
ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme #2708 )
2016-08-21 10:27:58 +01:00
photonstorm
4382944a2e
A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688 )
2016-08-18 15:55:13 +01:00
kjav
314b088975
Fixed typo in TileSprite.js comment
...
Changed typo 'etch' in TileSprite.js to 'etc'. Related to pull request #2699
2016-08-18 15:40:19 +01:00
photonstorm
04e70e820c
Updated KeyCode docs placement #2653
2016-08-18 15:35:43 +01:00
Richard Davey
33748ece87
Merge pull request #2697 from hilts-vaughan/fix-sound-loop
...
Sound: Fixes an issue where loopFull would not return the soundinstan…
2016-08-18 15:29:18 +01:00
Vaughan Hilts
067f3cca83
Sound: Fixes an issue where loopFull would not return the soundinstance that it looped from
2016-08-17 22:15:45 -04:00
James
e90619b40e
changed return value of Plugin.Weapon's fire, fireAtXY, fireAtPointer, fireAtSprite to Phaser.Bullet
2016-08-17 18:24:24 -05:00
photonstorm
bfb12d9dba
Fixed code formatting.
2016-08-17 11:28:08 +01:00
Richard Davey
a12157d77e
Merge pull request #2691 from hexus/dev
...
Fixed widthInPixels/heightInPixels for JSON tilemaps and TilemapLayerGL display width/height
2016-08-16 21:17:08 +01:00
Richard Davey
a4de55c419
Merge pull request #2685 from valent-novem/dev
...
Fix rendering text with bounds and resolution
2016-08-16 21:12:57 +01:00
Richard Davey
435ff9a420
Merge pull request #2664 from jayrobin/fix-fractional-anim-speed
...
Allow animation speed greater than 0
2016-08-16 21:10:49 +01:00
Richard Davey
49e40fc2d4
Typo
2016-08-16 20:59:59 +01:00
Chris Andrew
50fc2cf0c3
Fixed TilemapLayerGL bugs regarding display width and height.
2016-08-15 14:56:07 +01:00
Chris Andrew
e30ade0a67
Fixed incorrectly parsing widthInPixels/heightInPixels for JSON tilemaps.
2016-08-15 14:46:05 +01:00
Sergey Z
68fe8b8058
Fix rendering text with bounds and resolution
2016-08-08 16:51:07 +03:00
pjbaron
906e00cec1
Minor optimisation and clean up.
2016-08-08 11:14:57 +12:00
Felipe Alfonso
b84e6efbfe
Merge branch 'dev' into texture-compression-webgl
2016-08-07 17:49:15 -04:00
Felipe Alfonso
ce9e9fbd6c
Dynamic loading of compressed textures.
2016-08-07 17:47:55 -04:00
Richard Davey
a41f62a37a
Merge pull request #2671 from fmflame/display-object-container-dimensions-fix
...
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
2016-08-03 12:38:07 +01:00
Richard Davey
a0c6ae6c51
Phaser.Image now has the ScaleMinMax component.
2016-08-03 05:00:09 +01:00
Richard Davey
e955cf4222
Sound.play would throw the error "Uncaught DOMException: Failed to execute 'disconnect' on 'AudioNode': the given destination is not connected." in Chrome, if you tried to play an audio marker that didn't exist, while a valid marker was already playing.
2016-08-03 04:04:22 +01:00
Filip Nedyalkov
64a02ddef4
fixed top, bottom, left, right, centerX and centerY to use the updated getBounds and compute their values depending on the parent local coordinate space. I think this is better than using the global getBounds and a lot more convenient because it makes total sense x and centerX for example to be from the same coordinate space and also with this change now these values would be working when the group is a top level display object and also when it is parented by something else. So this loosens the global only getBounds restriction. Also it doesn't really makes sense to align objects with totally different parents but if that is the case separate calculations could be made.
2016-08-02 17:47:35 +03:00
Felipe Alfonso
5ce4643dfa
Compressed textures are able to upload to GPU
2016-08-01 19:40:35 -04:00
Felipe Alfonso
100aa413bf
Texture loading depending on webgl extensions included default truecolor
2016-08-01 16:27:39 -04:00
bobonthenet
6df44bd21a
Apparently I didn't fix them the first time
2016-07-29 19:38:37 -04:00
bobonthenet
6d7b84b10e
Fixed jshint errors
2016-07-29 19:24:49 -04:00
Robert Bedard
383f14cb3f
Weapon.Fire now tracks offset rotation
2016-07-29 15:08:29 -04:00
Filip Nedyalkov
aad2ab398a
fixed a typo;
2016-07-29 20:06:06 +03:00
Felipe Alfonso
0cbe8969d1
Merge branch 'dev' into texture-compression-webgl
2016-07-28 23:04:27 -04:00
Felipe Alfonso
4b3d449a3d
compression algorithm name passed during parsing
2016-07-28 23:02:34 -04:00
Richard Davey
a532f7b2c4
Optimised Math.getShortestAngle.
2016-07-29 03:58:25 +01:00
Richard Davey
688752c5de
Math.getShortestAngle will return the shortest angle between the two given angles. Angles are in the range -180 to 180, which is what Sprite.angle
uses. So you can happily feed this method two sprite angles, and get the shortest angle back between them ( #2494 )
2016-07-29 03:39:51 +01:00
Richard Davey
3c3d09e46a
Docs update.
2016-07-29 03:39:51 +01:00
Richard Davey
fb5ba0aa62
Bail out if no parent.
2016-07-29 03:39:51 +01:00
Richard Davey
24368ef8d7
Docs update.
2016-07-29 03:39:51 +01:00
Felipe Alfonso
8960cf26d7
texture meta data parsed and saved in cache
2016-07-28 21:33:31 -04:00
Felipe Alfonso
1b9f25b820
texture binary loading.
2016-07-28 18:42:46 -04:00
Filip Nedyalkov
7b4d6a65ca
fixed getLocalBounds() to return the bounds of the DisplayObject without transformations and adjusted width and height to work the way they did before to be compatible with how PIXI used to work.
2016-07-28 21:41:34 +03:00
Felipe Alfonso
08ec080f67
PVR, DDS, KTX and PKM parsing implemented on LoaderParser.js
2016-07-27 19:47:05 -04:00
Felipe Alfonso
f68f454620
Fix Tiling Sprite mask and filter
2016-07-27 12:49:42 -04:00
Felipe Alfonso
1711266ff8
Fixed multi texture support on tiling sprite.
2016-07-27 00:36:20 -04:00
Felipe Alfonso
6e35817675
Fixed issue with multiple "texture not bound to unit X" webgl warning
2016-07-26 11:49:21 -04:00
photonstorm
3e1595ffaf
Removed debugger calls.
2016-07-26 14:57:48 +01:00
photonstorm
f246c276cb
Multi-Texture support has now been built into our version of Pixi. This can offer dramatic performance increases in WebGL games on GPUs that support multiple texture bindings (which is most of them these days).
...
WebGLRenderer.setTexturePriority is the method used to set the priority of textures when the GPU supports multi-texture batching.
Rope has two new properties `textureIndices` and `textureIndex` to handle multi-texture support.
Strip has two new properties `textureIndices` and `textureIndex` to handle multi-texture support.
The following shaders have all been updated to support multi-textures: `ComplexPrimitiveShader`, `PixiFastShader`, `PixiShader`, `PrimitiveShader`, `StripShader`.
WebGLFastSpriteBatch.vertSize was increased from 10 to 11.
BaseTexture.textureIndex is a new property that controls the index of the texture within the GPU texture cache. Usually you don't change this yourself, and use `renderer.setTexturePriority` instead, but the property is public and available for more advanced use-cases.
CanvasRenderer.setTexturePriority is an empty function, but included to allow you to simply call `game.renderer.setTexturePriority` without first having to wrap that in a WebGL check.
2016-07-26 14:56:12 +01:00
photonstorm
dfaf0b99dd
Merge branch 'multitexture-gl' into dev
2016-07-26 14:47:26 +01:00
photonstorm
2318fec65c
Start of a Particle base class.
2016-07-26 14:31:36 +01:00
photonstorm
86affde81b
The file pixi/utils/Polyk.js has been removed, as it was no longer used with Pixi or Phaser (we replaced it with EarCut a while ago)
2016-07-26 14:30:06 +01:00
Filip Nedyalkov
566c781f26
Merge remote-tracking branch 'refs/remotes/photonstorm/dev' into display-object-container-dimensions-fix
2016-07-26 14:10:15 +03:00
Filip Nedyalkov
c56bc766cc
Overrided getLocalBounds() for PIXI Sprite, Strip and Graphics
...
Since they override the getBounds of the DisplayObjectContainer, the
getLocalBounds should also be overriden for them to properly work.
2016-07-26 14:01:35 +03:00
James Robinson
118d2057c0
Allow animation speed greater than 0
2016-07-25 19:43:19 -07:00
Felipe Alfonso
4d09b31560
Merge branch 'dev' into multitexture-gl
2016-07-25 15:50:57 -04:00
Richard Davey
9654a4b3c5
Consolidating Layers into View class.
2016-07-25 01:39:46 +01:00
Richard Davey
19e609185a
Math.rotateToAngle takes two angles (in radians), and an interpolation value, and returns a new angle, based on the shortest rotational distance between the two.
2016-07-25 00:39:38 +01:00
Richard Davey
8d4a72c9d7
Phaser 2.7.0 Beta 3
2016-07-23 15:05:52 +01:00
Richard Davey
b69cae4206
The methods setStageReference
and removeStageReference
have been removed from all Pixi classes. Objects no longer have stage
properties, or references to the Stage object. This is because no reference to the Stage is required for any calculations, and Phaser can only have 1 Stage, so adding and removing references to it were superfluous actions.
2016-07-23 14:31:17 +01:00
Richard Davey
ce764e098d
As a result of changes in #2573 Graphics objects were calling updateLocalBounds
on any shape change, which could cause dramatic performances drops in Graphics heavy situations ( #2618 ). Graphics objects now have a new flag _boundsDirty
which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds
is called once in the postUpdate
method (thanks @pengchuan #2618 )
2016-07-23 12:52:35 +01:00
Richard Davey
fb1a7f13cb
Merge pull request #2639 from fmflame/display-object-container-dimensions-fix
...
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
2016-07-23 12:18:06 +01:00
Richard Davey
02d078500c
Merge pull request #2656 from leopoldobrines7/documentHidden-compatibility
...
Check if hidden is available first
2016-07-23 12:09:00 +01:00
Richard Davey
6947057427
The property checkCollision.none
in the ArcadePhysics.Body class was available, but never used internally. It is now used and checked by the separate
method. By setting checkCollision.none = true
you can disable all collision and overlap checks on a Body, but still retain its motion updates (thanks @samme #2661 )
2016-07-23 10:01:38 +01:00
Richard Davey
ab739bdce0
Added back in undefined Tileset check.
2016-07-23 09:43:20 +01:00
Richard Davey
46c20ab00a
The property checkCollision.none
has been removed from the ArcadePhysics.Body class. It was never used internally, so lead to confusion about its use. To disable a body, use body.enable = false
(thanks @samme #2661 )
2016-07-23 09:43:01 +01:00
photonstorm
30e9273eb8
Removed console.log.
2016-07-22 17:38:46 +01:00
photonstorm
3ba00bbf2d
Loads of work on tilemap collision, and offset support. You can now collide with a tilemap no matter where it is on the screen, or which layer it's from.
2016-07-22 17:02:10 +01:00
photonstorm
0e25c5acac
Revert getTiles call.
2016-07-22 14:08:54 +01:00
photonstorm
9fb27b6fe2
Moving all the getTiles calls back again, as it's just a bit TOO API breaking to move them, for the sake of a few KB.
2016-07-22 14:05:35 +01:00
Richard Davey
d8560eb3bc
Fixed Tilemap collision.
2016-07-22 04:32:56 +01:00
Richard Davey
d14250304c
Defs update.
2016-07-22 04:19:17 +01:00
Richard Davey
91b9513e7e
TilemapLayer.getTileX, getTileY and getTileXY all now required a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
...
Tilemap.getRayCastTiles now requires a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
Tilemap.getTiles now requires a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
2016-07-22 04:10:55 +01:00
Richard Davey
0301330c2d
jshint fixes.
2016-07-22 03:59:10 +01:00
Richard Davey
020cb01056
Canvas tilemap renderer fixes.
2016-07-22 03:55:21 +01:00
Felipe Alfonso
062c7cd95a
Added setTexturePriority function to WebGLRenderer
2016-07-21 22:34:27 -04:00
Richard Davey
be92e41366
The private methods TilemapLayer._fixX
, _unfixX
, _fixY
and _unfixY
have been moved to `Tilemap.
2016-07-22 03:20:56 +01:00
Richard Davey
ef9f53e350
TilemapLayer.getRayCastTiles has been moved to Tilemap.getRayCastTiles.
...
TilemapLayer.rayStepRate has been moved to Tilemap.rayStepRate.
TilemapLayer.getTiles has been moved to Tilemap.getTiles.
2016-07-22 03:03:50 +01:00
Felipe Alfonso
1755bfd779
Merge branch 'dev' into multitexture-gl
2016-07-21 21:51:14 -04:00
Felipe Alfonso
44774d648e
Final implementation related to multi texture batching
2016-07-21 21:49:29 -04:00
Richard Davey
f669202fb4
Loads of refactoring. Removed the internal layer creation, added in first/last gid detection, sorted out multiple identical layer creation.
2016-07-22 02:39:35 +01:00
Richard Davey
9eff79f2c2
Phaser.Tileset has a new property lastgid
which is populated automatically by the TilemapParser when importing Tiled map data, or can be set manually if building your own tileset.
2016-07-22 02:35:33 +01:00
Richard Davey
91e7b2ca9c
Updated properties.
2016-07-22 00:30:55 +01:00
Pete Baron
8c6fec0e97
Apply "half pixel correction" to the source coordinates for tiles when drawing with WebGL.
2016-07-22 11:30:06 +12:00
Richard Davey
8832680aa0
Exposed 'width' and 'height' properties on TilemapLayer, so it can be resized and update all children.
2016-07-22 00:09:31 +01:00
Richard Davey
ed9793e06b
Removed un-needed baseTexture dirty call.
2016-07-21 22:55:10 +01:00
Richard Davey
e384724b28
Doesn't need to extend DoC, can extend DO instead.
2016-07-21 22:54:39 +01:00
photonstorm
6661952d50
Masses of changes to get tilemap layer display dimensions filtering down to linked child layers. Also allowed offset to work correctly, and fixed the display sizes with offset bounds. Exposed offset as layer.x/y. Need to duplicate in canvas variation.
2016-07-21 16:56:17 +01:00
Pete Baron
d994641d52
Don't scale the clip offset value when the layer is scaled.
2016-07-22 00:23:05 +12:00
Pete Baron
3faca89831
oops my bad: rename
2016-07-22 00:12:56 +12:00
Pete Baron
7c2dae0773
Add offset parameter to TilemapLayerGL and use it with clipping to draw a view into a map at a specified location and size in the game window.
2016-07-22 00:02:05 +12:00
Richard Davey
c36babcc1c
Code formatting and docs updates.
2016-07-21 10:45:23 +01:00
Felipe Alfonso
40b4b2dbd0
added multi texture to WebGLFastSpritebatch and Strip (wip)
2016-07-21 01:57:39 -04:00
Pete Baron
aecbd7c267
Add width/height to debug log for new layers.
2016-07-21 17:13:12 +12:00
Pete Baron
29c77e10d7
Send layer width/height to PIXI.Tilemap (previously these were ignored and forgotten after the c'tor).
...
Modify resize to set displayWidth/displayHeight only.
2016-07-21 17:12:46 +12:00
Pete Baron
008de253ce
Add displaywidth/height parameters to PIXI.Tilemap c'tor and save them.
...
Clean up _initWebGL to remove unused GL buffers.
Clean up _renderBatch to remove unused srcWide/srcHigh variables.
Set new Tile Shader's clipping uniform using displayWidth/Height.
2016-07-21 17:10:51 +12:00
Pete Baron
5f55fb095e
Tile shader uses clipping dimensions when drawing.
2016-07-21 17:07:50 +12:00
Pete Baron
42a2608036
Fix createInternalLayer to use the 'base layer' rather than assume this.layers[0] was the base layer for each new one. This makes the multi-tileset, multi-layer demos work correctly.
2016-07-21 16:27:35 +12:00
Pete Baron
37a9f4fa01
Remove console warn for invalid tile index as it was firing incorrectly (when processing a base layer which only uses tiles from another tileset).
2016-07-21 16:26:32 +12:00
Pete Baron
f958567a48
Remove more dead code.
2016-07-21 15:24:05 +12:00
Pete Baron
7454eb0aa0
Add console warning when invalid tile index is used.
2016-07-21 15:23:37 +12:00
Pete Baron
70f95d2558
Remove dead code (commented out).
...
Add flag to detect when an 'internal layer' is not needed (none of the specified tileset is used in the parent layer) and skip creating one.
2016-07-21 14:58:25 +12:00
Pete Baron
f9ff1d10c5
Apply rendersession.offset to the TilemapShader (fixes screen shake).
2016-07-21 14:16:17 +12:00
Richard Davey
5ecdee86c2
Merging in flipped tile support.
2016-07-21 02:32:08 +01:00
Richard Davey
79e135087f
ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use.
2016-07-21 02:11:16 +01:00
Filip Nedyalkov
d18f303d28
Fixed formatting to match the general formatting of the code
2016-07-21 03:38:41 +03:00
Filip Nedyalkov
7206453126
Just removed some whitespace I don't remember adding it...
2016-07-21 03:32:41 +03:00
Leopoldo Brines
1e7cd986ee
Check if hidden is available first
2016-07-20 20:04:25 -04:00
Richard Davey
b90d7b28f8
Merge pull request #2654 from leopoldobrines7/fix-function
...
Fix 'TypeError: target.center is undefined'
2016-07-21 00:26:16 +01:00
Filip Nedyalkov
4f21e70852
Fix for PIXI's DisplayObject/DisplayObjectContainer - getting correct dimensions and bounds
...
With the previous fix what the getBounds did was:
1) if targetCoordinateSpace is the same instance as the caller of
getBounds(), then it will return the bounds of the caller without any
transformations;
2) if targetCoordinateSpace is null/undefined it will return the global
bounds of the caller.
3) if targetCoordinateSpace is any valid DisplayObject it will return
the local bounds of the caller.
What this fix does is fixing 3) along with other obsolete code that
wasn't necessary so I reverted it.
So now if the targetCoordinateSpace is a valid DisplayObject:
- if it's a parent of the caller at some level it will return the bounds
relative to it
- if it's not parenting the caller at all it will get global bounds of
it and the caller and will calculate the x and y bounds of the caller
relative to the targetCoordinateSpace DisplayObject
Also I have fixed how empty groups are treated when they have no other
children except groups, so now calculations are correct. They obviously
have 0 width and height but are still being positioned and other things
could possibly relate to that bounds and it didn't make sense to me to
ignore them.
Also added a DisplayObjectContainer.contains(child) method which
determines whether the specified display object is a child of the
DisplayObjectContainer instance or the instance itself. This method is
used in the new getBounds function.
Corrected DisplayObject's default _bounds rect from (0, 0, 1, 1), to (0,
0, 0, 0) - it doesn't seem to break anything and also in the getBounds
before the fix, when there were no children it assigned a (0, 0, 0, 0)
rectangle to it so I am pretty sure it's safe to correct it.
2016-07-21 02:14:10 +03:00
Richard Davey
b9d34ca843
Added debug object back in.
2016-07-20 23:44:41 +01:00
Leopoldo Brines
18472f5998
Fix 'TypeError: target.center is undefined'
2016-07-20 18:34:02 -04:00
Richard Davey
d982003760
Lots more tidying up and adding jsdocs.
2016-07-20 20:06:59 +01:00
Richard Davey
ca6985e2f2
Removed lots of redundant code and tidied up bad formatting.
2016-07-20 19:27:32 +01:00
Richard Davey
7645e773dc
More tidying and jshint fixing.
2016-07-20 17:28:19 +01:00
Richard Davey
82fb296b2a
Code formatting issues.
2016-07-20 17:00:00 +01:00
Richard Davey
49fb798f60
Fixed createInternalLayer loop.
2016-07-20 16:24:06 +01:00
Richard Davey
cff28860fa
The Loader.headers object has a new property requestedWith
. By default this is set to false
, but it can be used to set the X-Requested-With
header to XMLHttpRequest
(or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest'
before adding anything to the Loader #2398
2016-07-20 12:45:11 +01:00
Richard Davey
60b8d78ab8
Group.align updates.
2016-07-20 12:29:30 +01:00
Richard Davey
8139d484a3
Merge pull request #2649 from boniatillo-com/boniatillo-com-patch-jsdoc-intersectsRectangle
...
jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
2016-07-20 12:10:47 +01:00
Richard Davey
29a2f65922
Merge pull request #2648 from boniatillo-com/jsdoc-fixes
...
jsdoc fix: replace #onTop for #onCeiling
2016-07-20 12:10:20 +01:00
Richard Davey
dc6d3e2680
Merge pull request #2643 from deargle/group-align-documentation-fix
...
fix documentation for group.align -- row and column were swapped
2016-07-20 12:08:22 +01:00
Richard Davey
418c87ea1a
Weapon.autofire wouldn't fire after the first bullet, or until fire
was called, neither of which are requirements. If you now set this boolean the Weapon will fire continuously until you toggle it back to false (thanks @alverLopez #2647 )
2016-07-20 11:52:48 +01:00
Richard Davey
1105e4821d
Added more info to console.warn.
2016-07-20 04:53:21 +01:00
Felipe Alfonso
6d21a4ca18
First working example of multi texture support
2016-07-19 23:17:13 -04:00
Felipe Alfonso
1f72355e8a
Fixed issue with disabled vertex attribute
2016-07-19 22:06:37 -04:00
Felipe Alfonso
601573b62c
working on setting up texture index on vertex buffer object.
2016-07-19 21:32:38 -04:00
Boniatillo.com
a465a0e8c7
jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
...
complete the @method tag of Phaser.Line.intersectsRectangle with the class prefix.
2016-07-19 08:51:51 -04:00
Boniatillo.com
881dca3cc5
Fix jsdoc: change to #audioSprite
...
The Phaser.Loader.audioSprite method is using #audiosprite in its jsdoc. Here it is changed to #audioSprite.
2016-07-19 08:41:39 -04:00
Boniatillo.com
3d1b10c310
jsdoc fix: replace #onTop for #onCeiling
...
Modified the jsdoc of Phaser.Arcade.Body.onCeiling, by replacing the #onTop reference for #onCeiling.
2016-07-19 08:32:34 -04:00
Felipe Alfonso
bb53624418
Merge branch 'dev' into multitexture-gl
2016-07-18 22:54:34 -04:00
Felipe Alfonso
f97b0c4016
Moved texture index to vertex buffer to avoid memory overhead
2016-07-18 22:50:44 -04:00
Dave Eargle
209b588f8b
fix documentation for group.align -- row and column were swapped
2016-07-18 20:39:32 -04:00
Richard Davey
3574d86bba
Code formatting and copyright text.
2016-07-18 23:39:09 +01:00
Richard Davey
1e181fa30d
Tidying up new Tilemap classes.
2016-07-18 23:24:49 +01:00
Richard Davey
d3e460567b
Updated config to handle WebGL Tilemap renderer for testing.
2016-07-18 23:05:03 +01:00
Richard Davey
8d1b670df1
Merge remote-tracking branch 'origin/webgl-tilemap' into dev
2016-07-18 23:00:35 +01:00
Pete Baron
e3f402ec06
Clean-up and comments.
2016-07-18 13:28:20 +12:00
Pete Baron
550954210e
Clean-up and comments.
2016-07-18 13:24:29 +12:00
Pete Baron
9daf6d0525
Clean-up and comments.
2016-07-18 13:19:15 +12:00
Pete Baron
5f6ea15c58
Clean-up and comments.
2016-07-18 13:09:43 +12:00
Pete Baron
263238ba42
Comments and clean-up.
2016-07-18 12:56:34 +12:00
Pete Baron
fdb80f1a55
Modify Tile Shader to produce scaled layers that look identical to the Canvas renderer scaling (add uCentreOffset, scale the drawing coordinates, subtract uCentreOffset).
2016-07-18 12:43:59 +12:00
Pete Baron
0b392e19a2
Remove unused precalculated u/v scale factor.
2016-07-18 12:41:32 +12:00
Pete Baron
e87fc84527
comment - Tile.scale is currently unused
2016-07-18 12:40:08 +12:00
Filip Nedyalkov
483a3b6836
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
...
* Documentation
* TypeScript Defs
* Nothing, it's a bug fix
Describe the changes below:
I noticed that getting dimensions or bounds changed in Phaser 2.6.1 and
it was bugged - returned dimensions were doubled in the direction of the
scaling for example, but the nice thing was that this time the
dimensions included the rotation of the object - which I think should be
the default behavior. It also bugged getLocalBounds which started
returning global getBounds();
When I checked the previous version of phaser 2.5.0 - total different
story. getLocalBounds returns the object without any transformations to
it. Getting width and height works ok, but rotation wasn't calculated to
the dimensions at all.
In all cases only getBounds returned proper dimensions, which is
obviously not enough and this is also a very important issue to be
resolved as soon as possible since it's a major core component feature
used all the time.
That's why I decided to spare the time and hopefully find a good fix for
all of this mess and I think I finally got there and tried to make the
changes as much as possible with your Code of Conduct. This is actually
the first time I am requesting a pull so I hope it will do some good. I
did compare my results with how Flash handles dimensions - they match,
so I do hope I didn't miss something and believe you guys would make
sure everything works ok.
To help you with reviewing and possibly (and hopefully) accepting this
pull request I've made available online 3 demos of the issues and with
demo of the fix of course:
1.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.5.0/
2.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.6.1/
3.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemoFixed_v2.6.1/
Here is a zip file of the demo projects (build with VS2015):
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemos.zip
I really hope to see this FIX in the next version - would help me and a
lot of people I guess to get the job done properly!
Thank you!
2016-07-18 02:32:29 +03:00
Richard Davey
b405570833
Docs fix #2624
2016-07-17 11:26:09 +01:00
Richard Davey
6f9bcae23e
Docs fixes #2629
2016-07-17 11:23:41 +01:00
Richard Davey
0765e9eaa6
Merge pull request #2634 from greeny/hotfix-bitmapdata-fluent
...
BitmapData.js: fixed fluent interface
2016-07-17 11:20:40 +01:00
Richard Davey
776c148a93
Fixed jshint errors.
2016-07-16 08:04:56 +01:00
Tomáš Blatný
2b90f2cb3b
BitmapData.js: fixed fluent interface
2016-07-15 20:16:35 +02:00
Felipe Alfonso
44d9f08c06
Merge branch 'dev' into multitexture-gl
2016-07-14 19:45:28 -04:00
Felipe Alfonso
e73837aa77
Texture Index working on common shaders. Still need to disable draw call for texture changing
2016-07-14 19:44:10 -04:00
Felipe Alfonso
2f41d9cf57
Sampler Array working correctly for WebGLSpriteBatch + PixiShader
2016-07-13 00:40:32 -04:00
Felipe Alfonso
9aa71e5e90
Added comments to shaders to help with debugging with WebGL Inspector.
2016-07-12 23:30:30 -04:00
Richard Davey
a01f59d82d
Added Path Manager Plugin.
2016-07-13 03:08:03 +01:00
Richard Davey
4548d70369
Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278
)
2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278
Experimenting with new MainLoop + position interpolation.
2016-07-12 03:05:29 +01:00
Richard Davey
265501b4af
The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly.
2016-07-11 22:38:09 +01:00
photonstorm
9b4bb1bdd8
Group.getRandomExists will return a random child from the Group that has exists set to true.
...
Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.
Group.iterate has a new `returnType`: `RETURN_ALL`. This allows you to return all children that pass the iteration test in an array.
2016-07-11 17:05:42 +01:00
photonstorm
1467eb48cf
A Group with inputEnableChildren
set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously.
2016-07-11 14:17:51 +01:00
photonstorm
94498fcd32
The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead.
2016-07-11 14:17:41 +01:00
photonstorm
9aef9b741c
Preparing for 2.6.2 dev.
2016-07-11 10:30:09 +01:00
photonstorm
ac2516f5aa
2.6.1 Release.
2016-07-11 10:07:56 +01:00
Richard Davey
cfb2b813ef
Fixed Uncaught TypeError: Cannot set property 'x' of undefined
in Body.js (thanks @ErwanErwan #2607 )
2016-07-08 18:54:00 +01:00
photonstorm
aaa9f0d61a
Preparing for 2.6.1 dev.
2016-07-08 16:18:59 +01:00
photonstorm
fced3f86ec
Phaser 2.6.0 Release.
2016-07-08 15:46:26 +01:00
photonstorm
8a8fa0297d
Preparing for release.
2016-07-08 14:26:31 +01:00
photonstorm
61ce14f332
P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null
. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574 )
2016-07-08 13:02:58 +01:00
photonstorm
521a6c9dbb
Sound.stop will check to see if gainNode
exists before trying to disconnect from it.
2016-07-08 12:27:12 +01:00
photonstorm
c34c7bae4e
Docs updates.
2016-07-08 12:04:28 +01:00
photonstorm
dfd9203e0a
onWorldBounds now sends the bounds it collided with.
2016-07-08 11:28:45 +01:00
photonstorm
ee202667ed
Huge docs update for all of the Game Object events.
2016-07-08 11:28:30 +01:00
Richard Davey
0014201917
Groups now have the following properties, which are getters and setters: centerX
, centerY
, left
, right
, top
and bottom
. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX
. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
...
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.
Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Richard Davey
410237881e
PIXI.DisplayObjectContainer calls updateTransform
at the start of getBounds
to help avoid the bounds being out of date.
2016-07-08 01:06:25 +01:00
Richard Davey
c0ba439e82
ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided.
...
ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
2016-07-07 23:16:18 +01:00
Richard Davey
6ba3c9401f
ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
...
ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)
All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)
ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing one argument: the sprite on which it occurred.
2016-07-07 21:58:39 +01:00
photonstorm
261155a683
Merged the arcade-circles branch back into 2.6 and tidied up lots of the source code. Needs checking as not working properly with rect vs. circle, but fine with circle vs. circle.
2016-07-07 16:45:10 +01:00
Richard Davey
97bba5f3c7
toABGR updated.
2016-07-06 22:40:05 +01:00