Commit graph

11346 commits

Author SHA1 Message Date
Richard Davey
7041bd99ec The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984 2018-08-29 11:57:30 +01:00
Richard Davey
2e421b4349
Merge pull request #3981 from hypertrifle/master
Updated @param notation that cause issues generating docs
2018-08-29 11:18:22 +01:00
Richard Davey
c302cd6f4e
Merge pull request #3982 from spontoreau/master
Add CursorKeys type to Phaser.Input.Keyboard namespace
2018-08-29 11:17:12 +01:00
spontoreau
e922f378f4
Add CursorKeys type to Phaser.Input.Keyboard namespace 2018-08-26 22:28:21 +02:00
hypertrifle
37da44f9c9
Updated @param notation that cause issues generating docs
there was a double pipe - now there isn't
2018-08-26 12:54:18 +01:00
Richard Davey
cbfc208e5b Updated log 2018-08-24 23:58:38 +01:00
Richard Davey
cb0eeb3d63 Added default blank frame for custom pipelines #3978 2018-08-24 23:58:27 +01:00
Richard Davey
5eaeb208f6 Preparing for beta4 2018-08-23 19:35:42 +01:00
Richard Davey
5189d95e72 3.12.0 Beta 3 Release 2018-08-23 19:29:53 +01:00
Richard Davey
ca783182bf Updated change log 2018-08-23 18:11:29 +01:00
Richard Davey
a585df3abf DOM Elements moved behind experimental flag for now 2018-08-23 18:11:10 +01:00
Richard Davey
eaeab041ee Added render to texture docs 2018-08-23 18:10:55 +01:00
Richard Davey
618754b411 Moved FB plugin to plugins folder 2018-08-23 18:10:46 +01:00
Richard Davey
7765496b19 Moved FB plugin behind build flag 2018-08-23 18:10:20 +01:00
Richard Davey
8af23472ed Added FBIG Plugin and Experimental build flag 2018-08-23 18:09:37 +01:00
Richard Davey
1d4b2ed01a Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949 2018-08-23 17:30:27 +01:00
Richard Davey
0e27dc33e4 When a Sprite3D object is added to a Camera via Camera.add it is now added to the Display and Update Lists. Fix #3945 2018-08-23 15:53:33 +01:00
Richard Davey
ca0322a511 Added link 2018-08-23 15:49:29 +01:00
Richard Davey
ba4816c99c Typo plus example 2018-08-23 15:48:28 +01:00
Richard Davey
fc51f3a2db Updated log and added plugin readme 2018-08-23 15:44:53 +01:00
Richard Davey
b25ff9e065 Moved Camera3D to optional plugin
Also included build flag to allow it to be compiled into the standard lib if required (saves a bunch of KB in duplicated classes)
2018-08-23 15:30:21 +01:00
Richard Davey
beb286297c Camera3D Plugin moved out of the main src folder to optional plugin 2018-08-23 13:18:25 +01:00
Richard Davey
5ca4799871 Don't lint the config 2018-08-23 13:17:58 +01:00
Richard Davey
a8b649cf98 Log update 2018-08-23 12:36:35 +01:00
Richard Davey
f24204ee03 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-23 12:31:59 +01:00
Richard Davey
5443f9cf5a Fixed the way the arc overshoot works. 2018-08-23 12:31:55 +01:00
Richard Davey
51cc10bcb5
Merge pull request #3968 from samme/fix/arcade-world-disable
Fix Arcade.World#disable
2018-08-23 11:40:35 +01:00
Richard Davey
b7c74a0ddf
Merge pull request #3970 from samme/docs/addLight
Correct LightsManager#addLight docs
2018-08-23 11:39:53 +01:00
Richard Davey
bed2706ca7
Merge pull request #3969 from samme/docs/structs-set-iterate
Correct Structs.Set#iterate docs
2018-08-23 11:39:43 +01:00
samme
fb23367c63 Fix Arcade.World#disable
It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
samme
408b2df350 Correct LightsManager#addLight docs
All arguments are optional
2018-08-22 13:07:41 -07:00
samme
b241315fa1 Correct Structs.Set#iterate docs
callbackScope argument is optional
2018-08-22 13:06:50 -07:00
Richard Davey
57758942d1 Account for trim in pixel perfect hit tests. Fix #3938 2018-08-22 17:11:20 +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
Richard Davey
f3b35f0466 lint fix 2018-08-22 16:14:40 +01:00
Richard Davey
da64e41b2f Fixed Matter require call freaking out webpack 2018-08-22 15:54:00 +01:00
Richard Davey
5bf8fba1de Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-22 15:43:13 +01:00
Richard Davey
dc868f8368 You can now resize SVG files during load, before they are rendered to textures.
Also added scale support and fixed some viewBox settings (#3941)
2018-08-22 15:43:09 +01:00
Richard Davey
e99dfef136 Docs fixes 2018-08-22 15:42:39 +01:00
Richard Davey
b5116edbe7
Merge pull request #3967 from TadejZupancic/patch-14
RenderTexture: Texture is always destroyed (canvas)
2018-08-22 15:14:12 +01:00
TadejZupancic
1fa16f00df
RenderTexture: Texture is always destroyed (canvas)
Forgot to check the flag for canvas renderer.
2018-08-22 15:57:57 +02:00
Richard Davey
bd40360dbc
Merge pull request #3941 from ysraelJMM/master
Resizing of the SVG in the preload
2018-08-22 14:18:40 +01:00
Richard Davey
65fb366ecd Matter updated to 0.14.2. Fix #3929 2018-08-22 14:01:35 +01:00
YsraelJMM
b8371eba7b
SVG rezise preload. svgConfig object
svgConfig, 
contains the width and height. Change zise.
2018-08-21 20:01:38 -05:00
Richard Davey
0dccc3a510 Updated jsdocs. Fix #3849 2018-08-21 23:48:03 +01:00
Richard Davey
2dfe321d67 The getPixelAlpha and getPixel methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 2018-08-21 23:25:08 +01:00
Richard Davey
198f353c9a The default Container Blend Mode is now SKIP_TEST. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 2018-08-21 22:07:35 +01:00
Richard Davey
01290afda9 A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method. 2018-08-21 21:54:38 +01:00
Richard Davey
502b66bcac lint fix 2018-08-21 18:13:53 +01:00
Richard Davey
55c2de28b7 Updated log 2018-08-21 18:03:52 +01:00