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Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380)
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@ -326,6 +326,8 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Text has a new property `maxLines` which is the maximum number of lines to be shown for wrapped text. If set to 0 (the default) there is limit. This prevents wrapped text from overflowing on a fixed layout (thanks @slashman #2410)
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* `outOfCameraBoundsKill` is a new boolean property that all Game Objects with the `InWorld` component has. If `autoCull` and this property are both `true` then the Object will be automatically killed if it leaves the camera bounds (thanks @jakewilson #2402)
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* Group.getByName searches the Group for the first instance of a child with the `name` property matching the given argument. Should more than one child have the same name only the first instance is returned.
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* BitmapData has a new property `frameData` which is a Phaser.FrameData container instance. It contains a single Frame by default, matching the dimensions of the entire BitmapData, but can be populated with additional frames should you wish to create animations from dynamic BitmapData textures.
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* FrameData.destroy will nullify the local arrays used to contain Frame instances.
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### Updates
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@ -361,6 +363,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Tween.update wouldn't dispatch an `onLoop` signal for Tweens with just one child, such as those created via Tween.to with -1 as the repeat value (thanks @ForgeableSum #2407)
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* Arcade.Body's speed property was only set when the body moved, it now updates regardless (thanks @mark-henry #2417)
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* Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2120)
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* Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380)
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### Pixi Updates
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@ -85,6 +85,10 @@ Phaser.Component.LoadTexture.prototype = {
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{
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setFrame = !this.animations.loadFrameData(cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame);
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}
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else
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{
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setFrame = !this.animations.loadFrameData(key.frameData, 0);
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}
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}
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else if (Phaser.Video && key instanceof Phaser.Video)
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{
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