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Phaser 3.5.0 Build
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# Change Log
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## Version 3.5.0 - in development
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## Version 3.5.0 - Kirito - 16th April 2018
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### Changes to Cameras
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@ -46,6 +46,7 @@ Please see the complete JSDocs for the ScenePlugin for more details, as well as
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* If a Group size exceeded `maxSize` (which can happen if you reduce maxSize beneath the current size), `isFull` would return false and the group could continue to grow. Now `isFull` returns true in that case (thanks @samme)
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* Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
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* Particle Emitters with large volumes of particles would throw the error `GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call` in WebGL.
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* Fixed issue with Game.destroy not working correctly under WebGL since 3.4. Fix #3569 (thanks @Huararanga)
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### Updates
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@ -61,7 +62,7 @@ Please see the complete JSDocs for the ScenePlugin for more details, as well as
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My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
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@samme
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@samme @Antriel
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## Version 3.4.0 - Miyako - 12th April 2018
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215
README.md
215
README.md
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@ -24,9 +24,9 @@ Grab the source and join the fun!
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<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>
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> 12th April 2018
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> 16th April 2018
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**Updated:** I'm pleased to announce the immediate release of Phaser 3.4. This is a huge update, bringing lots of fixes and enhancements from the core team and wider community. We've also updated the TypeScript defs to 3.4. As always, please check out the [Change Log](#changelog) for comprehensive details about what this version contains.
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**Updated:** We've just released Phaser 3.5. This fixes a few issues and adds in new features like more unified and flexible Camera Effects and powerful new Scene Transitions. It builds upon the work released last week in Phaser 3.4, which was a huge update, bringing lots of fixes and enhancements from the core team and wider community. As always, please check out the [Change Log](#changelog) for comprehensive details about what recent versions contain.
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After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!
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@ -96,13 +96,13 @@ npm install phaser
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[Phaser is on jsDelivr](https://www.jsdelivr.com/projects/phaser) which is a "super-fast CDN for developers". Include the following in your html:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.4.0/dist/phaser.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.5.0/dist/phaser.js"></script>
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```
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or the minified version:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.4.0/dist/phaser.min.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.5.0/dist/phaser.min.js"></script>
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```
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### API Documentation
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@ -260,174 +260,69 @@ You can then run `webpack` to create a development build in the `build` folder w
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![Change Log](https://phaser.io/images/github/div-change-log.png "Change Log")
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<a name="changelog"></a>
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## Version 3.4.0 - Miyako - 12th April 2018
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## Version 3.5.0 - Kirito - 16th April 2018
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### New Features
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### Changes to Cameras
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A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.
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* The Camera class and all Camera effects are now fully covered by 100% complete JS Docs.
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* All Camera effects have been recoded from scratch. They now follow a unified effects structure and each effect is encapsulated in its own class found in the 'effects' folder. Currently there are Fade, Flash and Shake effects.
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* The new effects classes are accessed via the Camera properties `fadeEffect`, `flashEffect` and `shakeEffect`. You can still use the friendly Camera level methods: `shake`, `fade` and `flash`.
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* The new structure means you can replace the default effects with your own by simply overwriting the properties with your own class.
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* The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers now properly stack the effects in order to allow this.
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* All of the effect related Camera properties (like `_fadeAlpha`) have been removed. If you need access to these values you can get it much more cleanly via the camera effects classes themselves. They were always private anyway, but we know some of you needed to modify them, so have been doing so from your code. This code will now need updating.
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* Removed Camera.clearBeforeRender property as it was never used internally. This setting can be enabled on a Game-wide basis.
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* Camera now extends the Event Emitter, allowing it to emit events.
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* Camera.cullHitTest has been removed. It was never used internally and duplicates the code in `Camera.cull`.
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* The `callback` property of the Camera effects methods has changed purpose. It is no longer an `onComplete` callback, but is now an `onUpdate` callback. It is invoked every frame for the duration of the effect. See the docs for argument details.
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* Camera effects now dispatch events. They dispatch 'start' and 'complete' events, which can be used to handle any actions you may previously have been doing in the callback. See the effects docs and examples for the event names and arguments.
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* The Camera Shake effect now lets you specify a different intensities for the x and y dimensions.
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* You can track the progress of all events via the `progress` property on the effect instance, allowing you to sync effect duration with other in-game events.
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* A new property was added to Matter.World, `correction` which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases.
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* Matter Physics now has a new config property `getDelta` which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
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* Matter Physics has two new methods: `set60Hz` and `set30Hz` which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
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* Matter Physics has a new config and run-time property `autoUpdate`, which defaults to `true`. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the `getDelta` function.
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* Matter Physics has a new method `step` which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with `autoUpdate=false` you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
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* Matter Physics has two new debug properties: `debugShowJoint` and `debugJointColor`. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata)
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* Group.destroy has a new optional argument `destroyChildren` which will automatically call `destroy` on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley)
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* WebAudioSound.setMute is a chainable way to mute a single Sound instance.
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* WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
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* WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
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* WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
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* HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
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* HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
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* HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
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* HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
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* BitmapText has a new property `letterSpacing` which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO)
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* You can now pass a Sprite Sheet or Canvas as the Texture key to `Tilemap.addTileset` and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino)
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* Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
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* List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
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* List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
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* ScenePlugin.restart allows you to restart the current Scene. It's the same result as calling `ScenePlugin.start` without any arguments, but is more clear.
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* Utils.Array.Add allows you to add one or more items safely to an array, with optional limits and callbacks.
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* Utils.Array.AddAt allows you to add one or more items safely to an array at a specified position, with optional limits and callbacks.
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* Utils.Array.BringToTop allows you to bring an array element to the top of the array.
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* Utils.Array.CountAllMatching will scan an array and count all elements with properties matching the given value.
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* Utils.Array.Each will pass each element of an array to a given callback, with optional arguments.
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* Utils.Array.EachInRange will pass each element of an array in a given range to a callback, with optional arguments.
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* Utils.Array.GetAll will return all elements from an array, with optional property and value comparisons.
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* Utils.Array.GetFirst will return the first element in an array, with optional property and value comparisons.
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* Utils.Array.GetRandomElement has been renamed to GetRandom and will return a random element from an array.
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* Utils.Array.MoveDown will move the given array element down one position in the array.
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* Utils.Array.MoveTo will move the given array element to the given position in the array.
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* Utils.Array.MoveUp will move the given array element up one position in the array.
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* Utils.Array.Remove will remove the given element or array of elements from the array, with an optional callback.
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* Utils.Array.RemoveAt will remove the element from the given position in the array, with an optional callback.
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* Utils.Array.RemoveBetween will remove the elements between the given range in the array, with an optional callback.
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* Utils.Array.Replace will replace an existing element in an array with a new one.
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* Utils.Array.SendToBack allows you to send an array element to the bottom of the array.
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* Utils.Array.SetAll will set a property on all elements of an array to the given value, with optional range limits.
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* Utils.Array.Swap will swap the position of two elements in an array.
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* TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
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* BaseSound, and by extension WebAudioSound and HTMLAudioSound, will now emit a `destroy` event when they are destroyed (thanks @rexrainbow)
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* A new property was added to the Scene config: `mapAdd` which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa)
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* GetBounds `getTopLeft`, `getTopRight`, `getBottomLeft` and `getBottomRight` all have a new optional argument `includeParent` which will factor in all ancestor transforms to the returned point.
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### New Feature: Scene Transitions
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There is a new method available in the ScenePlugin, available via: `this.scene.transition` which allows you to transition from one Scene to another over the duration specified. The method takes a configuration object which lets you control various aspects of the transition, from moving the Scenes around the display list, to specifying an onUpdate callback.
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The calling Scene can be sent to sleep, stopped or removed entirely from the Scene Manager at the end of the transition, and you can even lock down input events in both Scenes while the transition is happening, if required. There are various events dispatched from both the calling and target Scene, which combined with the onUpdate callback give you the flexibility to create some truly impressive transition effects both into and out of Scenes.
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Please see the complete JSDocs for the ScenePlugin for more details, as well as the new examples in the Phaser 3 Labs.
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### More New Features
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* GameObject.ignoreDestroy allows you to control if a Game Object is destroyed or not. Setting the flag will tell it to ignore destroy requests from Groups, Containers and even the Scene itself. See the docs for more details.
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* The Scene Input Plugin has a new property `enabled` which allows you to enable or disable input processing on per Scene basis.
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### Bug Fixes
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* In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
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* The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
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* PathFollower.start has been renamed to `startFollow`, but PathFollower.setPath was still using `PathFollower.start` (thanks @samid737)
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* BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called `setRate` on its sounds, instead of `calculateRate`.
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* The Gamepad Axis `getValue` method now correctly applies the threshold and zeroes out the returned value.
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* The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
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* Matter.World was using `setZ` instead of `setDepth` for the Debug Graphics Layer, causing it to appear behind objects in some display lists.
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* Game.destroy now checks to see if the `renderer` exists before calling destroy on it. Fix #3498 (thanks @Huararanga)
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* Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in `update` loops. Fix #3490 (thanks @belen-albeza)
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* RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
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* The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
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* LineCurve.getResolution was missing the `divisions` argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok)
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* A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
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* Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
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* DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call `setDisplaySize` (thanks Babsobar)
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* StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call `setDisplaySize` (thanks Babsobar)
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* CanvasPool.first always returned `null`, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)
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* When starting a new Scene with an optional `data` argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Scene `init` and `create` methods and stored in the Scene Settings `data` property. Fix #3363 (thanks @pixelhijack)
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* Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
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* Tween.resume will now call `Tween.play` on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen)
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* LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 (thanks @Twilrom)
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* Tween Timeline.destroy was trying to call `destroy` on Tweens instead of `stop` (thanks @Antriel)
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* Calling `setOffset` on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley)
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* Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this (thanks @iamDecode)
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* If `setInteractive` is called on a Game Object that fails to set a hit area, it will no longer try to assign `dropZone` to an undefined `input` property.
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* The Matter SetBody Component will no longer try to call `setOrigin` unless the Game Object has the origin component (which not all do, like Graphics and Container)
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* Matter Image and Matter Sprite didn't define a `destroy` method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)
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* MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 (thanks @pixelscripter)
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* DynamicBitmapText was missing the `letterSpacing` property, causing it to only render the first character in WebGL (thanks @Antriel)
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* The Animation component didn't properly check for the animation state in its update, causing pause / resume to fail. Fix #3556 (thanks @Antriel @siolfyr)
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* The Scene Manager would never reach an `isBooted` state if you didn't add any Scenes into the Game Config. Fix #3553 (thanks @rgk)
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* Fixed issue in HTMLAudioSound where `mute` would get into a recursive loop.
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* Every RenderTexture would draw the same content due to a mis-use of the CanvasPool (this also impacted TileSprites). Fix #3555 (thanks @kuoruan)
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* Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group (thanks @samme)
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* When using HTML5 Audio, sound manager now tries to unlock audio after every scene loads, instead of only after first one. Fix #3309 (thanks @pavle-goloskokovic)
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* Group.createMultiple would insert null entries if the Group became full during the operation, causing errors later. Now it stops creating objects if the Group becomes full (thanks @samme)
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* Group.remove didn't check if the passed Game Object was already a member of the group and would call `removeCallback` and (if specified) `destroy` in any case. Now it does nothing if the Game Object isn't a member of the group (thanks @samme)
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* If a Group size exceeded `maxSize` (which can happen if you reduce maxSize beneath the current size), `isFull` would return false and the group could continue to grow. Now `isFull` returns true in that case (thanks @samme)
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* Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
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* Particle Emitters with large volumes of particles would throw the error `GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call` in WebGL.
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* Fixed issue with Game.destroy not working correctly under WebGL since 3.4. Fix #3569 (thanks @Huararanga)
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### Updates
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* The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks @Colbydude @jdotrjs)
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* BaseSound has had its `rate` and `detune` properties removed as they are always set in the overriding class.
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* BaseSound `setRate` and `setDetune` from the 3.4.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently.
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* The file `InteractiveObject.js` has been renamed to `CreateInteractiveObject.js` to more accurately reflect what it does and to avoid type errors in the docs.
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* Renamed the Camera Controls module exports for `Fixed` to `FixedKeyControl` and `Smoothed` to `SmoothedKeyControl` to match the class names. Fix #3463 (thanks @seivan)
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* The ComputedSize Component now has `setSize` and `setDisplaySize` methods. This component is used for Game Objects that have a non-texture based size.
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* The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
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* The Gamepad Axis threshold has been increased from 0.05 to 0.1.
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* Utils.Array.FindClosestInSorted has a new optional argument `key` which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
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* Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
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* List.add can now take an array or a single child. If an array is given it's passed over to List.addMultiple.
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* List.add has a new optional argument `skipCallback`.
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* List.addAt has a new optional argument `skipCallback`.
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* List.addMultiple has a new optional argument `skipCallback`.
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* List.remove has a new optional argument `skipCallback`.
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* List.removeAt has a new optional argument `skipCallback`.
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* List.removeBetween has a new optional argument `skipCallback`.
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* List.removeAll has a new optional argument `skipCallback`.
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* When using the `extend` property of a Scene config object it will now block overwriting the Scene `sys` property.
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* When using the `extend` property of a Scene config object, if you define a property called `data` that has an object set, it will populate the Scenes Data Manager with those values.
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* SceneManager._processing has been renamed to `isProcessing` which is now a boolean, not an integer. It's also now public and read-only.
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* SceneManager.isBooted is a new boolean read-only property that lets you know if the Scene Manager has performed its initial boot sequence.
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* TransformMatrix has the following new getter and setters: `a`, `b`, `c`, `d`, `tx` and `ty`. It also has the following new getters: `scaleX`, `scaleY` and `rotation`.
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* List.getByKey has been removed. Use `List.getFirst` instead which offers the exact same functionality.
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* List.sortIndexHandler has been removed because it's no longer required.
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* List.sort no longer takes an array as its argument, instead it only sorts the List contents by the defined property.
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* List.addMultiple has been removed. Used `List.add` instead which offers the exact same functionality.
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* List is now internally using all of the new Utils.Array functions.
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* Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it.
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* When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also `removeAllListeners` for any local events.
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* Removed InputPlugin.sortInteractiveObjects because the method isn't used anywhere internally.
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### Animation System Updates
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We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:
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* Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the `frameRate` property to set the speed of an animation in frames per second.
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* All of the Animation callbacks have been removed, including `onStart`, `onRepeat`, `onUpdate` and `onComplete` and the corresponding params arrays like `onStartParams` and the property `callbackScope`. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now do `sprite.on('animationstart')` and it will be invoked at the same point the old `onStart` callback would have been. The new events are: `animationstart`, `animtionrepeat`, `animationupdate` and `animationcomplete`. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful.
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* The AnimationFrame.onUpdate callback has been removed. You can now use the `animationupdate` event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame.
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* Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
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* Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
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* Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
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* Animation.stop no longer has the `dispatchCallbacks` argument, because it dispatches an event which you can choose to ignore.
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* `delay` method has been removed.
|
||||
* `setDelay` allows you to define the delay before playback begins.
|
||||
* `getDelay` returns the animation playback delay value.
|
||||
* `delayedPlay` now returns the parent Game Object instead of the component.
|
||||
* `load` now returns the parent Game Object instead of the component.
|
||||
* `pause` now returns the parent Game Object instead of the component.
|
||||
* `resume` now returns the parent Game Object instead of the component.
|
||||
* `isPaused` returns a boolean indicating the paused state of the animation.
|
||||
* `paused` method has been removed.
|
||||
* `play` now returns the parent Game Object instead of the component.
|
||||
* `progress` method has been removed.
|
||||
* `getProgress` returns the animation progress value.
|
||||
* `setProgress` lets you jump the animation to a specific progress point.
|
||||
* `repeat` method has been removed.
|
||||
* `getRepeat` returns the animation repeat value.
|
||||
* `setRepeat` sets the number of times the current animation will repeat.
|
||||
* `repeatDelay` method has been removed.
|
||||
* `getRepeatDelay` returns the animation repeat delay value.
|
||||
* `setRepeatDelay` sets the delay time between each repeat.
|
||||
* `restart` now returns the parent Game Object instead of the component.
|
||||
* `stop` now returns the parent Game Object instead of the component.
|
||||
* `timeScale` method has been removed.
|
||||
* `getTimeScale` returns the animation time scale value.
|
||||
* `setTimeScale` sets the time scale value.
|
||||
* `totalFrames` method has been removed.
|
||||
* `getTotalFrames` returns the total number of frames in the animation.
|
||||
* `totalProgres` method has been removed as it did nothing and was mis-spelt.
|
||||
* `yoyo` method has been removed.
|
||||
* `getYoyo` returns if the animation will yoyo or not.
|
||||
* `setYoyo` sets if the animation will yoyo or not.
|
||||
* `updateFrame` will now call `setSizeToFrame` on the Game Object, which will adjust the Game Objects `width` and `height` properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)
|
||||
* `updateFrame` now supports animation frames with custom pivot points and injects these into the Game Object origin.
|
||||
* `destroy` now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.
|
||||
* Changing the `yoyo` property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify a `yoyo` on a per Game Object basis.
|
||||
* Animation.destroy now properly clears the global animation object.
|
||||
* Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.
|
||||
* Removed the following properties from BaseSound as they are no longer required. Each class that extends BaseSound implements them directly as getters: `mute`, `loop`, `seek` and `volume`.
|
||||
* The Device.OS test to see if Phaser is running under node.js has been strengthened to support node-like environments like Vue (thanks @Chumper)
|
||||
* Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
|
||||
* When shutting down a Scene all Game Objects that belong to the scene will now automatically destroy themselves. They would previously be removed from the display and update lists, but the objects themselves didn't self-destruct. You can control this on a per-object basis with the `ignoreDestroy` property.
|
||||
* A Matter Mouse Spring will disable debug draw of its constraint by default (you can override it by passing in your own config)
|
||||
* The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 (thanks @wtravO)
|
||||
* Refined the Game.destroy sequence, so it will now only destroy the game at the start of the next frame, not during processing.
|
||||
|
||||
### Examples, Documentation and TypeScript
|
||||
|
||||
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
|
||||
|
||||
@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC
|
||||
@samme @Antriel
|
||||
|
||||
Please see the complete [Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md) for previous releases.
|
||||
|
||||
|
@ -460,8 +355,8 @@ All rights reserved.
|
|||
|
||||
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata
|
||||
|
||||
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.4.0/phaser.js
|
||||
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.4.0/phaser.min.js
|
||||
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.5.0/phaser.js
|
||||
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.5.0/phaser.min.js
|
||||
[clone-http]: https://github.com/photonstorm/phaser.git
|
||||
[clone-ssh]: git@github.com:photonstorm/phaser.git
|
||||
[clone-ghwin]: github-windows://openRepo/https://github.com/photonstorm/phaser
|
||||
|
|
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vendored
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vendored
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vendored
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dist/phaser-core.js
vendored
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vendored
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vendored
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vendored
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|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"name": "phaser",
|
||||
"version": "3.5.0",
|
||||
"release": "Miyako",
|
||||
"release": "Kirito",
|
||||
"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
|
||||
"author": "Richard Davey <rich@photonstorm.com> (http://www.photonstorm.com)",
|
||||
"logo": "https://raw.github.com/photonstorm/phaser/master/phaser-logo-small.png",
|
||||
|
|
Loading…
Reference in a new issue