From 47f5cec6af8d9b867280ba879e151878acd29edd Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Tue, 8 Sep 2020 09:32:01 +0100 Subject: [PATCH] Update CHANGELOG.md --- CHANGELOG.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index a28dc8ab7..042f03b52 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -218,7 +218,7 @@ If you use Animations in your game, please read the following important API chan The Animation API has had a significant overhaul to improve playback handling. Instead of just playing an animation based on its global key, you can now supply a new `PlayAnimationConfig` object instead, which allows you to override any of the default animation settings, such as `duration`, `delay` and `yoyo` (see below for the full list). This means you no longer have to create lots of duplicate animations, just to change properties such as `duration`, and can now set them dynamically at run-time as well. -* The Game Object `Component.Animation` component has been renamed to `AnimationState` to help separate it from the same-named Animation class that also exists. +* The Game Object `Component.Animation` component has been renamed to `AnimationState` and has moved namespace. It's now in `Phaser.Animations` instead of `GameObjects.Components` to help differentiate it from the `Animation` class when browsing the documentation. * The `play`, `playReverse`, `playAfterDelay`, `playAfterRepeat` and `chain` Sprite and Animation Component methods can now all take a `Phaser.Types.Animations.PlayAnimationConfig` configuration object, as well as a string, as the `key` parameter. This allows you to override any default animation setting with those defined in the config, giving you far greater control over animations on a Game Object level, without needing to globally duplicate them. * `AnimationState.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations. * All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.