Commit graph

5196 commits

Author SHA1 Message Date
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
49c9176f6c Updated #2759 2016-09-26 21:09:01 +01:00
Richard Davey
a16e6e92ff Tidying up the formatting #2760 2016-09-26 21:02:36 +01:00
Richard Davey
9b78f3ae7f Docs update. 2016-09-26 20:56:31 +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
6f67744276 Docs update. 2016-09-26 20:45:46 +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
Richard Davey
24c969bad0 Merge pull request #2767 from jorgesumle/dev
Fixed broken link from the second tutorial.
2016-09-26 20:41:33 +01:00
Richard Davey
27fd72c06f Merge pull request #2771 from kevinAlbs/dev
Fixed fixedToCamera update for Group.
2016-09-26 20:40:40 +01:00
Kevin Albertson
a512763508 Fixed fixedToCamera update for Group. 2016-09-25 22:39:59 -04:00
Jorge
c744dedf2b Fixed broken link from the second tutorial. 2016-09-24 13:11:04 +02:00
Richard Davey
4cc18e2df4 Phaser 3.0.0 Beta 1 release. 2016-09-21 23:22:08 +01:00
Richard Davey
6402554b68 Docs update. 2016-09-21 23:17:38 +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 This is still quite out of date, but as soon as they release their latest build (hopefully soon) we'll update to that. 2016-09-21 23:16:14 +01:00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
ed13db65d3 Docs update. 2016-09-20 02:00:05 +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
Richard Davey
6fd15ee0e5 Updated TS defs for multi-texture support. 2016-09-20 00:21:24 +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
70d86d7fc7 Merge branch 'multitexture-gl' into dev 2016-09-19 18:18:08 -03:00
Felipe Alfonso
c22f37818f Fixed issue when initializing pixishader from filter manager 2016-09-19 18:17:51 -03:00
Felipe Alfonso
dd3950a3e3 removed unnecessary comments 2016-09-19 17:55:30 -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
b41d2453a9 TS defs 2016-09-14 18:34:16 -07:00
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