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Doc updates.
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@ -250,6 +250,8 @@ Version 2.4 - "Katar" - in dev
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* PIXI.DisplayObject.updateTransform has a new optional parameter `parent`. If the DisplayObject doesn't have a parent (i.e. it isn't on the display list yet) then in the past `updateTransform` would fail. This meant you couldn't do things like scale or rotate a Sprite and then draw it to a RenderTexture or BitmapData, as calls to updateTransform would be ignored. The new checks now look to see if the `parent` parameter is set. If so this takes priority over the actual parent and is used to modify the transform (note that it **doesn't** reparent the DisplayObject, it merely uses it for the transform.) If there is no parent (explicitly or via the parameter) then it falls back to use Phaser.World as the parent. If it can't reach that then no transform takes place.
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* If Phaser.Sound.noAudio has been set then Phaser.Loader will not load any audio files. No errors are thrown, but all calls to Loader.audio and Loader.audiosprite are silently ignored. `noAudio` can be set either via the `PhaserGlobal` global var or is set if the device your game is running on has no audio playback support.
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* Files can now be added to the Loader with an absolute URL even if you have a Loader.baseURL set. In previous versions the baseURL would still be prepended to the file URL, but the Loader now checks if the a file URL begins with `http` or `//` and skips prepending the baseURL to it.
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* Phaser.StateManager would incorrectly call `loadUpdate` and `loadRender` while the game was paused or if the State didn't have an `update` or `render` method defined, even after the loader was completed. Although this is a bug fix it's still an API change should you have been using the `loadUpdate/Render` calls in the old way. Also the StateManager no longer calls `preRender` unless the State `create` method has *finished*. If the State doesn't have a `create` method then `preRender` runs immediately.
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* Frame.uuid has been removed (was flagged as deprecated for several releases)
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### New Features
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@ -278,7 +280,7 @@ Version 2.4 - "Katar" - in dev
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* Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its `physicsSortDirection` property set that will override any other setting.
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* Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.
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* Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
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* Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to Group.hash if it is enabled for Arcade Physics. However Group.addToHash and the hash array have been exposed in case you were taking advantage of the _hash even though it was a private array.
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* Phaser.Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to `Group.hash` if it is enabled for Arcade Physics. However `Group.addToHash` and the hash array have been exposed as public in case you were taking advantage of the _hash even though it was a previously marked as private.
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* Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.
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* Removed duplicate methods from PIXI.Text such as wordWrap and updateText as Phaser overrides them, so it was wasting bytes.
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* Phaser.StateManager no longer calls `preRender` unless the State `create` method has finished. If the State doesn't have a `create` method then `preRender` runs immediately.
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@ -292,7 +294,7 @@ Version 2.4 - "Katar" - in dev
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### Bug Fixes
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* The LoadTexture component has had a redundant `dirty` call removed from it.
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* The LoadTexture component has had a redundant `dirty` call removed from it that was causing textures to be re-uploaded to the GPU even though they may already have been on it.
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* TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
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* Sprite was missing the Health and InCamera components.
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* A Tween could be incorrectly set to never end if it was given a duration of zero (thanks @hardalias #1710)
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