Richard Davey
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fc0dc13930
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Removed use of currentBlendMode and currentAlpha
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2018-08-03 01:53:51 +01:00 |
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Richard Davey
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9f44896a3f
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The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
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2018-08-03 01:29:18 +01:00 |
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Richard Davey
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e0918df6b0
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Canvas particle renderer now using same matrix math as webgl
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2018-08-03 01:04:46 +01:00 |
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Richard Davey
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0a035353fa
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lint fix
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2018-08-03 01:04:25 +01:00 |
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Richard Davey
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70b234952a
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Updated the canvas tilemap layer renderers to support parent matrix and tidied up the internal flow
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2018-08-03 00:50:45 +01:00 |
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Richard Davey
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6ef7033b44
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Added in parent matrix support and refactored the drawing
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2018-08-03 00:42:27 +01:00 |
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Richard Davey
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31421ee00a
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The CullTiles updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
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2018-08-03 00:40:56 +01:00 |
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Richard Davey
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1b5f084640
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Added jsdoc
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2018-08-03 00:34:21 +01:00 |
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Richard Davey
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eff01adbc9
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Added divide argument to the Snap methods.
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2018-08-03 00:34:11 +01:00 |
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Richard Davey
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318cc87e59
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Use proper matrix for static layer, so we can do fun things with Render Textures
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2018-08-02 22:15:08 +01:00 |
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Richard Davey
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8135b687fb
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Added all the missing cull methods and properties into the Static Tilemap Layer, which is used by the Canvas Renderer
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2018-08-02 22:14:51 +01:00 |
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Richard Davey
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f1d3412c38
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Corrected data types
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2018-08-02 22:14:32 +01:00 |
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Richard Davey
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66f6f9abc1
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Removed un-used matrix
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2018-08-02 22:14:23 +01:00 |
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Richard Davey
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0967bfcab4
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Should use currentContext, not gameContext
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2018-08-02 17:59:30 +01:00 |
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Richard Davey
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217bfd2343
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Sorting out frame access
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2018-08-02 17:59:19 +01:00 |
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Richard Davey
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96509e4ca4
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Tidying p
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2018-08-02 17:59:11 +01:00 |
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Richard Davey
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2a8dbb0c42
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Removed un-used vars
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2018-08-02 17:33:01 +01:00 |
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Richard Davey
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9ccb594958
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Fixed Graphics Canvas Renderer so it uses the matrix values properly.
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2018-08-02 17:24:29 +01:00 |
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Richard Davey
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c4c8b9e6ea
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Added copyToContext method
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2018-08-02 17:23:52 +01:00 |
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Richard Davey
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674fc487ec
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Added missing commands
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2018-08-02 17:03:41 +01:00 |
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Richard Davey
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20b74e746a
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Fixed parent order
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2018-08-02 16:19:14 +01:00 |
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Richard Davey
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2a66e01577
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Added source property so we can purge TSs based on origin
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2018-08-02 16:16:46 +01:00 |
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Richard Davey
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7965c7aae4
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Removed un-needed files.
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2018-08-02 15:59:29 +01:00 |
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Richard Davey
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51163e6d4e
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If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
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2018-08-02 15:58:36 +01:00 |
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Richard Davey
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b83c8cf513
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Merged all the functions into the single class and tidied up the naming.
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2018-08-02 14:58:09 +01:00 |
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Richard Davey
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286f36cd1e
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Added ability for the Canvas Renderer to change context.
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2018-08-02 14:57:37 +01:00 |
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Richard Davey
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122e6cab8a
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Fixed frame var
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2018-08-02 12:35:26 +01:00 |
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Richard Davey
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affe47714f
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Render Textures can now save themselves to the Texture Manager.
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2018-08-02 12:35:17 +01:00 |
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Richard Davey
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7566236d9b
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Added isRenderTexture property.
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2018-08-02 12:34:57 +01:00 |
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Richard Davey
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261cb79d0d
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Added addRenderTexture method.
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2018-08-02 12:34:01 +01:00 |
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Richard Davey
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3efc800bf7
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Use global string to cut down on size a little.
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2018-08-02 12:33:48 +01:00 |
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Richard Davey
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72d54dd1ac
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Only clear if dirty. Only render children is visible.
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2018-08-01 20:25:55 +01:00 |
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Richard Davey
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c9e0963696
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Added dirty fag
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2018-08-01 20:25:40 +01:00 |
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Richard Davey
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a11b059531
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Draw a whole Scene now!
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2018-08-01 18:28:14 +01:00 |
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Richard Davey
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c9efa21cfd
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Added getChildren to keep inline with Group
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2018-08-01 18:28:06 +01:00 |
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Richard Davey
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9bc71dc676
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New handler so RenderTextures can draw any game object, group or container
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2018-08-01 18:02:21 +01:00 |
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Richard Davey
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56a0b3b3bf
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Expose more functions (until we tidy this up)
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2018-08-01 18:02:05 +01:00 |
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Richard Davey
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86b829efa6
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Blank the texture after drawing
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2018-08-01 18:01:54 +01:00 |
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Richard Davey
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d50b72dd14
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Fixed Group creation arguments
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2018-08-01 18:01:36 +01:00 |
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Richard Davey
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46552c8f2e
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Remove strict check
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2018-08-01 16:04:08 +01:00 |
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Richard Davey
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f540d03346
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Removed un-needed checks (willRender handles it now)
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2018-08-01 16:03:58 +01:00 |
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Richard Davey
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2220faba49
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Removed un-used method
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2018-08-01 15:20:10 +01:00 |
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Richard Davey
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9977497137
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Fixed Group config / children detection
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2018-08-01 15:19:56 +01:00 |
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Richard Davey
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7ebf5766e8
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Added docs for blankTexture and setBlankTexture.
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2018-08-01 13:23:03 +01:00 |
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Richard Davey
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73524df816
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The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system.
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2018-08-01 13:18:28 +01:00 |
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Richard Davey
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94e4411ac1
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Testing RenderTexture updates to allow any GameObject to be drawn to it
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2018-08-01 00:01:16 +01:00 |
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Richard Davey
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a4db967b19
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Added 4 temp matrices to the Canvas renderer.
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2018-07-31 23:23:04 +01:00 |
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Richard Davey
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030911cf60
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Log update
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2018-07-31 23:22:45 +01:00 |
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Richard Davey
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7313573161
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The ParticleEmitterManager now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.
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2018-07-31 23:21:07 +01:00 |
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Richard Davey
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c3cc4317dd
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Particle.color has been removed as it's now calculated during rendering to allow for Camera alpha support.
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2018-07-31 23:18:49 +01:00 |
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