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Update CHANGELOG.md
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@ -110,6 +110,9 @@ The following changes took place in the Pointer class:
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* When creating a Matter Game Object you can now pass in a pre-created Matter body instead of a config object.
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* When Debug Draw is enabled for Arcade Physics it will now use `Graphics.defaultStrokeWidth` to drawn the body with, this makes static bodies consistent with dynamic ones (thanks @samme)
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* `Group.name` is a new property that allows you to set a name for a Group, just like you can with all other Game Objects. Phaser itself doesn't use this, it's there for you to take advantage of (thanks @samme)
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* Calling `ScaleManager.setGameSize` will now adjust the size of the canvas element as well. Fix #4482 (thanks @sudhirquestai)
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* `Scale.Events.RESIZE` now sends two new arguments to the handler: `previousWidth` and `previousHeight`. If, and only if, the Game Size has changed, these arguments contain the previous size, before the change took place.
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* The Camera Manager has a new method `onSize` which is invoked by handling the Scale Manager `RESIZE` event. When it receives it, it will iterate the cameras it manages. If the camera _doesn't_ have a custom offset and _is_ the size of the game, then it will be automatically resized for you. This means you no longer need to call `this.cameras.resize(width, height)` from within your own resize handler, although you can still do so if you wish, as that will resize _every_ Camera being managed to the new size, instead of just 'full size' cameras.
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### Bug Fixes
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