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Updated change log
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* All Camera effects have been recoded from scratch. They now follow a unified effects structure and each effect is encapsulated in its own class found in the 'effects' folder. Currently there are Fade, Flash and Shake effects.
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* The new effects classes are accessed via the Camera properties `fadeEffect`, `flashEffect` and `shakeEffect`. You can still use the friendly Camera level methods: `shake`, `fade` and `flash`.
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* The new structure means you can replace the default effects with your own by simply overwriting the properties with your own class.
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* The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers will stack the effects in order properly now to allow this.
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* The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers now properly stack the effects in order to allow this.
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* All of the effect related Camera properties (like `_fadeAlpha`) have been removed. If you need access to these values you can get it much more cleanly via the camera effects classes themselves. They were always private anyway, but we know some of you needed to modify them, so have been doing so from your code. This code will now need updating.
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* Removed Camera.clearBeforeRender property as it was never used internally. This setting can be enabled on a Game-wide basis.
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* Camera now extends the Event Emitter, allowing it to emit events.
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@ -44,6 +44,7 @@ Please see the complete JSDocs for the ScenePlugin for more details, as well as
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* Group.createMultiple would insert null entries if the Group became full during the operation, causing errors later. Now it stops creating objects if the Group becomes full (thanks @samme)
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* Group.remove didn't check if the passed Game Object was already a member of the group and would call `removeCallback` and (if specified) `destroy` in any case. Now it does nothing if the Game Object isn't a member of the group (thanks @samme)
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* If a Group size exceeded `maxSize` (which can happen if you reduce maxSize beneath the current size), `isFull` would return false and the group could continue to grow. Now `isFull` returns true in that case (thanks @samme)
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* Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
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### Updates
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