docs update.

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photonstorm 2014-11-04 23:56:50 +00:00
parent d9c4890882
commit 7e404604d3

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@ -81,6 +81,8 @@ Version 2.1.4 - "Bethal" - in development
* 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) * 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)
* Stage.backgroundColor now supports CSS 'rgba' values, as well as hex strings and hex numbers (thanks @pnstickne #1234) * Stage.backgroundColor now supports CSS 'rgba' values, as well as hex strings and hex numbers (thanks @pnstickne #1234)
* 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) * 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)
* Point.floor will Math.floor both the `x` and `y` values of the Point.
* Point.ceil will Math.ceil both the `x` and `y` values of the Point.
### Updates ### Updates
@ -103,6 +105,16 @@ Version 2.1.4 - "Bethal" - in development
* Updated documentation for specificty; added @public\@protected * Updated documentation for specificty; added @public\@protected
* @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate. * @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
(thanks @pnstickne #1283) (thanks @pnstickne #1283)
* Various ScaleManager fixes and updates:
* Scale modes can now be set independently
* Switching between fullscreen and normal correctly restores modes
* Alignment does not incorrectly offset in fullscreen mode (#1255)
* Changing scale/alignment promptly refreshes layout
* `isFullScreen` returns a boolean, as it should
* Faster parent checks (if required)
* NO_SCALE should not not scale (vs previous behavior of having no behavior)
* Correct usage of scaleMode depending on mode
(thanks @pnstickne)
### Bug Fixes ### Bug Fixes
@ -115,6 +127,7 @@ Version 2.1.4 - "Bethal" - in development
* Setting Key.enabled = false while it is down did not reset the isDown state (thanks @pnstickne #1190 #1271) * Setting Key.enabled = false while it is down did not reset the isDown state (thanks @pnstickne #1190 #1271)
* The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285) * The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285)
* Animation.setFrame used the wrong frames array if `useLocalFrameIndex` was `false` and a numeric frame ID was given (thanks @Skeptron #1284) * Animation.setFrame used the wrong frames array if `useLocalFrameIndex` was `false` and a numeric frame ID was given (thanks @Skeptron #1284)
* Fullscreen mode in IE11 now works (thanks @pnstickne)
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 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