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CHANGELOG.md
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CHANGELOG.md
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## Version 3.11.0 - Leafa - in development
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### Camera Specific New Features, Updates and Fixes
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### Camera - New Features, Updates and Fixes
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* `Camera.deadzone` (and its related method `Camera.setDeadzone`) allows you to specify the deadzone for a camera. The deadzone is a rectangular region used when a camera is following a target. If the target is within the deadzone then the camera will not scroll. As soon as the target leaves the deadzone, the camera will begin tracking it (applying lerp if needed.) It allows you to set a region of the camera in which a player can move freely before tracking begins. The deadzone is re-centered on the camera mid point every frame, meaning you can also use the rectangle for other in-game chcecks as needed.
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* `Camera.midPoint` is a new Vec2 property that is updated every frame. Use it to obtain exactly where in the world the center of the camera is currently looking.
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* `Camera.centerToBounds` didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 (thanks @cyantree)
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* `Camera.setBounds` has a new optional argument `centerOn`. If specified it will automatically center the camera on the new bounds given.
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* `Camera._id` has been renamed to `Camera.id`, a read-only bitmask used for camera exclusion from Game Objects.
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* The Camera Manager `cameraPool` has been removed entirely. It was mostly pointless in practise as Cameras are not regenerated frequently enough to need pooling.
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* The Camera Manager `cameraPool` has been removed entirely. It was mostly pointless in practise as Cameras are not regenerated frequently enough to need pooling. It also didn't maintain the bitmask list correctly before.
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* `CameraManager.resetAll` now destroys all current Cameras, resets the camera ID marker to 1 and adds a single new Camera.
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* `CameraManager.currentCameraId` has been renamed to `nextID` and marked as read-only.
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* `addExisting` has new property `makeMain`.
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### New Features
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* DataManager.removeValue (and by extension the `remove` method too) will not emit the parent of the DataManager as the 2nd argument in the `removedata` event, to keep it consistent with the set events (thanks @rexrainbow)
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* The docs for the Loader `filecomplete` event said that you could listen for a specific file using its type and key, i.e.: `filecomplete-image-monster`, however, the code used an underscore instead of a hyphen. We feel the hyphen looks cleaner, so the Loader code has been updated, meaning you can now use the hyphen version of the event properly (thanks @NokFrt)
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* If a Game Object is already being dragged, it cannot be dragged by another pointer (in multi-touch mode) until the original pointer has released it (thanks @rexrainbow)
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* Calling `Tween.play` on a tween created via `TweenManager.create` wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling `play` will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 (thanks @pantoninho)
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* Calling `Tween.play` on a tween created via `TweenManager.create` wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling `play` will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 (thanks @pantoninho)
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* If the Blitter object has no Bob's to render it will now abort immediately, avoiding several context calls in Canvas mode.
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### Bug Fixes
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* Fix setter calls in BuildGameObjectAnimation so it will now properly set the delay, repeat, repeat delay and yoyo of a config based animation (thanks @DannyT)
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* The Arcade Body `blocked.none` property is now set to `false` after separation with static bodies or tiles. Previously, the blocked direction was set correctly, but the `none` remained `true` (thanks @samme)
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* `Bob.setFrame` didn't actually set the frame on the Bob, now it does. Fix #3774 (thanks @NokFrt)
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* `Bob.alpha` was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
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* Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
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### Examples, Documentation and TypeScript
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