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Update CHANGELOG.md
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@ -232,6 +232,7 @@ The way in which Game Objects add themselves to the Scene Update List has change
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* You can now use `this.renderer` from within a Scene, as it's now a Scene-level property and part of the Injection Map.
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* You can now use `this.renderer` from within a Scene, as it's now a Scene-level property and part of the Injection Map.
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* `Clock.addEvent` can now take an existing `TimerEvent` object, as well as a config object. If a `TimerEvent` is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115 (thanks @jcyuan)
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* `Clock.addEvent` can now take an existing `TimerEvent` object, as well as a config object. If a `TimerEvent` is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115 (thanks @jcyuan)
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* `Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
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* `Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
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* `Group.getMatching` is a new method that will return any members of the Group that match the given criteria, such as `getMatching('visible', true)` (thanks @atursams)
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### Updates and API Changes
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### Updates and API Changes
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