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docs update.
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README.md
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README.md
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@ -81,6 +81,8 @@ Version 2.1.4 - "Bethal" - in development
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* Phaser.Color.valueToColor converts a value: a "hex" string, a "CSS 'web' string", or a number - into red, green, blue, and alpha components (thanks @pnstickne #1264)
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* Phaser.Color.valueToColor converts a value: a "hex" string, a "CSS 'web' string", or a number - into red, green, blue, and alpha components (thanks @pnstickne #1264)
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* Stage.backgroundColor now supports CSS 'rgba' values, as well as hex strings and hex numbers (thanks @pnstickne #1234)
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* Stage.backgroundColor now supports CSS 'rgba' values, as well as hex strings and hex numbers (thanks @pnstickne #1234)
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* Pointer.addClickTrampoline now adds in support for click trampolines. These raise pointer events into click events, which are required internally for a few edge cases like IE11 full screen mode support, but are also useful if you know you specifically need a DOM click event from a pointer (thanks @pnstickne #1282)
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* Pointer.addClickTrampoline now adds in support for click trampolines. These raise pointer events into click events, which are required internally for a few edge cases like IE11 full screen mode support, but are also useful if you know you specifically need a DOM click event from a pointer (thanks @pnstickne #1282)
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* Point.floor will Math.floor both the `x` and `y` values of the Point.
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* Point.ceil will Math.ceil both the `x` and `y` values of the Point.
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### Updates
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### Updates
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@ -103,6 +105,16 @@ Version 2.1.4 - "Bethal" - in development
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* Updated documentation for specificty; added @public\@protected
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* Updated documentation for specificty; added @public\@protected
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* @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
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* @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
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(thanks @pnstickne #1283)
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(thanks @pnstickne #1283)
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* Various ScaleManager fixes and updates:
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* Scale modes can now be set independently
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* Switching between fullscreen and normal correctly restores modes
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* Alignment does not incorrectly offset in fullscreen mode (#1255)
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* Changing scale/alignment promptly refreshes layout
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* `isFullScreen` returns a boolean, as it should
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* Faster parent checks (if required)
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* NO_SCALE should not not scale (vs previous behavior of having no behavior)
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* Correct usage of scaleMode depending on mode
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(thanks @pnstickne)
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### Bug Fixes
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### Bug Fixes
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@ -115,6 +127,7 @@ Version 2.1.4 - "Bethal" - in development
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* Setting Key.enabled = false while it is down did not reset the isDown state (thanks @pnstickne #1190 #1271)
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* Setting Key.enabled = false while it is down did not reset the isDown state (thanks @pnstickne #1190 #1271)
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* The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285)
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* The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285)
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* Animation.setFrame used the wrong frames array if `useLocalFrameIndex` was `false` and a numeric frame ID was given (thanks @Skeptron #1284)
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* Animation.setFrame used the wrong frames array if `useLocalFrameIndex` was `false` and a numeric frame ID was given (thanks @Skeptron #1284)
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* Fullscreen mode in IE11 now works (thanks @pnstickne)
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For details about changes made in previous versions of Phaser see the full Change Log at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
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For details about changes made in previous versions of Phaser see the full Change Log at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
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