Update CHANGELOG-v3.61.md

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Richard Davey 2023-11-07 17:47:00 +00:00
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@ -20,7 +20,7 @@ The new collision categories are used automatically by either directly calling t
* `Physics.Arcade.World.singleStep` is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @monteiz)
* `Tilemaps.ObjectLayer.id` is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @rui-han-crh)
* `Tilemaps.LayerData.id` is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @rui-han-crh)
* `Text.setLetterSpacing` is a new method and `Text.lineSpacing` is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)
* `Text.setLetterSpacing` is a new method and `Text.letterSpacing` is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)
* `ParticleEmitter.clearDeathZones` is a new method that will clear all previously created Death Zones from a Particle Emitter (thanks @rexrainbow)
* `ParticleEmitter.clearEmitZones` is a new method that will clear all previously created Emission Zones from a Particle Emitter (thanks @rexrainbow)
* The `GameObject.setTexture` method has 2 new optional parameters: `updateSize` and `updateOrigin`, which are both passed to the `setFrame` method and allows you to control if the size and origin of the Game Object should be updated when the texture is set (thanks @Trissolo)