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Docs update.
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@ -319,7 +319,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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### Updates
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* TypeScript definitions fixes and updates (thanks @calvindavis @AlvaroBarua)
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* Docs typo fixes (thanks @rroylance @Owumaro @boniatillo-com @samme)
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* Docs typo fixes (thanks @rroylance @Owumaro @boniatillo-com @samme @kjav)
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* The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead.
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* The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly.
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* BitmapData.shadow and BitmapData.text now both `return this` keeping them in-line with the docs (thanks @greeny #2634)
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@ -335,6 +335,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Weapon.fire and all related methods (fireAtXY, fireAtPointer, fireAtSprite) now all return the instance of the Phaser.Bullet that was fired, or `null` if nothing was fired. Previously it would return a boolean, but this change allows you to perform additional processing on the Bullet as required (thanks @JTronLabs #2696)
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* Sound.loopFull now returns the Sound instance that was looped (thanks @hilts-vaughan #2697)
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* ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme #2708)
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* Weapon.fire now tracks rotation properly, when using an offset and tracking a sprite (thanks @bobonthenet #2672)
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### Bug Fixes
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