The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576

This commit is contained in:
Richard Davey 2018-04-16 16:07:52 +01:00
parent 28e2764723
commit c37c6365d3
2 changed files with 4 additions and 0 deletions

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@ -53,6 +53,7 @@ Please see the complete JSDocs for the ScenePlugin for more details, as well as
* Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
* When shutting down a Scene all Game Objects that belong to the scene will now automatically destroy themselves. They would previously be removed from the display and update lists, but the objects themselves didn't self-destruct. You can control this on a per-object basis with the `ignoreDestroy` property.
* A Matter Mouse Spring will disable debug draw of its constraint by default (you can override it by passing in your own config)
* The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 (thanks @wtravO)
### Examples, Documentation and TypeScript

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@ -22,6 +22,9 @@ var PhaserMath = {
Pow2: require('./pow2/'),
Snap: require('./snap/'),
// Expose the RNG Class
RandomDataGenerator: require('./random-data-generator/RandomDataGenerator'),
// Single functions
Average: require('./Average'),
Bernstein: require('./Bernstein'),