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Update CHANGELOG.md
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@ -119,6 +119,7 @@ If you used any of them in your code, please update to the new function names be
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### BitmapText New Features, Updates and API Changes
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* `BitmapText.setCharacterTint` is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color.
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* `BitmapTextWebGLRenderer` has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by `GetBitmapTextSize`. This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates.
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* `BitmapText.getCharacterAt` is a new method that will return the character data from the BitmapText at the given `x` and `y` corodinates. The character data includes the code, position, dimensions and glyph information.
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* The `BitmapTextSize` object returned by `BitmapText.getTextBounds` has a new property called `characters` which is an array that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character in the BitmapText was clicked.
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@ -147,6 +148,8 @@ If you used any of them in your code, please update to the new function names be
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* `StaticTilemapLayer` now includes the `ModelViewProjection` mixin, so it doesn't need to modify the pipeline during rendering.
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* `WebGLRenderer.textureFlush` is a new property that keeps track of the total texture flushes per frame.
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* The `TextureTintStripPipeline` now extends `TextureTintPipeline` and just changes the topolgy, vastly reducing the filesize.
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* `TransformMatrix.getXRound` is a new method that will return the X component, optionally passed via `Math.round`.
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* `TransformMatrix.getYRound` is a new method that will return the Y component, optionally passed via `Math.round`.
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### Bug Fixes
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