Commit graph

135 commits

Author SHA1 Message Date
Richard Davey
fc9b6f7504 Adding preBoot step 2018-10-10 13:53:49 +01:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
3c4604127a Shorter error 2018-10-10 10:46:47 +01:00
Richard Davey
953422a059 Exposed Scale Manager via global reference 2018-10-09 18:14:09 +01:00
Richard Davey
a9063604dc Replace @readOnly with @readonly 2018-10-09 13:40:00 +01:00
Richard Davey
dea2ee89f0 Moving out of experimental 2018-10-08 17:03:00 +01:00
Richard Davey
51c5c9014f Moved to new location 2018-10-08 15:23:56 +01:00
Richard Davey
51b36573aa Preparing for ScaleManager move 2018-10-08 15:23:20 +01:00
Richard Davey
b7d520b8cc Merging in ScaleManager 2018-10-08 15:23:10 +01:00
Richard Davey
143957d24a You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 2018-10-02 11:09:58 +01:00
samme
eaec923245 GameConfig docs 2018-09-27 15:37:54 -07:00
Richard Davey
82ddc031c7 Added new batch of jsdocs 2018-09-27 15:29:32 +01:00
Richard Davey
89b9f42f3e Adding jsdocs 2018-09-24 23:20:43 +01:00
Richard Davey
41956c4625 Added FB plugin conditional 2018-09-20 14:14:29 +01:00
Richard Davey
22e6c15de9 Display use of FB plugin 2018-09-20 14:14:09 +01:00
Richard Davey
d6ff9cfa5a FB Plugin moved to its own build file 2018-09-20 11:50:09 +01:00
Richard Davey
c36a3b4057 Hopefully fix annoying TS error 2018-09-20 11:49:52 +01:00
Richard Davey
5fe6dbbe0c Added more jsdocs 2018-09-13 08:09:44 +01:00
Richard Davey
252ebe74fb TS defs error 2018-09-11 13:51:09 +01:00
Richard Davey
ef558fea3c Type definition fixes 2018-09-07 17:19:19 +01:00
Richard Davey
a103b0e6a6 Fixed FB Plugin paths to avoid build errors if plugin is enabled. 2018-09-04 12:35:23 +01:00
Richard Davey
b317dc3d30 Set autoResize to true for now. Fix #3928 2018-08-31 18:19:25 +01:00
Richard Davey
7765496b19 Moved FB plugin behind build flag 2018-08-23 18:10:20 +01:00
Richard Davey
144cfaff8f Previously the Input Manager would create a Touch handler unless the Game Config had input.touch set to false (the default was true). If no such property is set, it no longer defaults to true and instead is set to whatever Device.input.touch returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two. 2018-08-22 17:01:21 +01:00
Eirik S Korsnes
fe748e9dc7 - wrote dot-notated config properties as seperate typedefs
- add some missing properties
2018-08-12 12:19:48 +02:00
Christian Freitag
1909d73a0e - Added initial type definitions for plugins property within game object 2018-08-07 21:38:28 +02:00
Richard Davey
8a9cfdf83b Added properties and methods to Scale Manager ready for integration 2018-08-07 16:25:45 +01:00
Richard Davey
51163e6d4e If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time. 2018-08-02 15:58:36 +01:00
Richard Davey
73524df816 The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system. 2018-08-01 13:18:28 +01:00
Richard Davey
a29aba0a11
Merge pull request #3859 from samme/feature/plugin-data
Pass `data` value to global plugins
2018-07-31 11:39:36 +01:00
Richard Davey
7e73024d83 Added new noReturn destroy boolean for when you absolutely want to nuke the site from orbit. 2018-07-31 10:29:11 +01:00
Richard Davey
c65e3c7428 Added FB Instant Games Plugin to core (will prepare for moving to unique build once feature complete) 2018-07-27 08:33:51 +01:00
samme
4c23359fd8 Pass data value to global plugins 2018-07-23 10:51:00 -07:00
Richard Davey
46af5cb24e Fixed style join 2018-07-19 16:22:51 +01:00
Richard Davey
0ac877be0b Removed z-index and tidied up style 2018-07-19 13:19:14 +01:00
Richard Davey
ceb466748a Updated DOM Element to fix transforms 2018-07-19 00:22:38 +01:00
Richard Davey
c741469894 Added optional DOM Container parent and config values 2018-07-18 17:22:52 +01:00
Richard Davey
e0fdc33928 SM mock 2018-07-17 22:44:21 +01:00
Richard Davey
6ddd1644f2 Canvas now uses game config resolution 2018-07-17 22:43:52 +01:00
Richard Davey
fe61cfe2d1 You can now set the WebGL batch size in the Game Config via the property batchSize. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls. 2018-07-02 12:33:46 +01:00
Richard Davey
8c312090da Solidified use of pixelArt mode 2018-06-27 15:27:16 +01:00
Richard Davey
7a23378015 Unified use of roundPixels, antialias and pixelArt modes 2018-06-27 15:15:00 +01:00
Richard Davey
15b544fc46 jsdoc fixes 2018-06-13 08:37:40 +01:00
Richard Davey
e6e33f5e21 Added Game.isOver and mouseover and mouseout events. 2018-06-11 12:32:25 +01:00
Richard Davey
fa2e274f8d New gamepad target config property 2018-06-06 23:03:27 +01:00
Richard Davey
a0e4a07920 In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 2018-06-04 22:29:58 +01:00
Richard Davey
521ea10db9 Moved active pointers total to game config 2018-05-30 00:33:01 +01:00
Richard Davey
cad3271164 lint fix 2018-05-18 17:43:12 +01:00
Richard Davey
56888fd5db Game will now auto-focus and prevent focus loss for the keyboard when clicking away and back again
* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
2018-05-18 17:37:45 +01:00
Richard Davey
32818ee9cd jsdoc fixes 2018-05-17 15:10:23 +01:00