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## Version 3.16.3 - Ishikawa - in dev
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### Arcade Physics New Features, Updates and Fixes
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* `World.overlapTiles` is a new method that allows you to check for overlaps between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the overlap check to work. You can provide your own process callback and/or overlap callback. This is handy for testing for overlap for a specific Tile in your map, not just based on a tile index.
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* `World.collideTiles` is a new method that allows you to check for collision between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the collision to work. You can provide your own process callback and/or overlap callback. There are some limitations in using this method, please consult the API Docs for details, but on the whole, it allows for dynamic collision on small sets of Tile instances.
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* The `Body.delta` values are now able to be read and acted upon during a Scene update, due to the new game step flow. This means you can now call `this.physics.collide` during a Scene `update` and it will work properly again. Fix #4370 (thanks @NokFrt)
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* `Body.preUpdate` is a new method that is called only once per game step. It resets all collision status properties and syncs the Body with the parent Game Object.
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* `Body.update` has been rewritten to just perform one single physics step and no longer re-syncs with the Game Object. It can be called multiple times per game step, depending on the World FPS rate.
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* `Body.postUpdate` has been rewritten to make it more compact. It syncs the body data back to the parent Game Object and is only called once per game step now (previously it was called whenever the Body updated)
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* The `World.late` Set has been removed and is no longer populated, as it's no longer required.
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* `World.update` now calls `Body.preUpdate` just once per game step, then calls `Body.update` as many times as is required as per the FPS setting, and no longer calls `Body.postUpdate` at all.
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* `World.collideSpriteVsTilemapLayer` now returns a boolean if a collision or overlap happens, where-as before it didn't.
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* `World.collideSpriteVsTilemapLayerHandler` is a new private method that handles all tilemap collision checks.
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* The internal method `SeparateTile` now has a new argument `isLayer` which controls if the set comes from a layer or an array.
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* The internal method `TileCheckX` now has a new argument `isLayer` which controls if the set comes from a layer or an array.
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* The internal method `TileCheckY` now has a new argument `isLayer` which controls if the set comes from a layer or an array.
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### New Features
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* There is a new Game Config property `input.windowEvents` which is true by default. It controls if Phaser will listen for any input events on the Window. If you disable this, Phaser will stop being able to emit events like `POINTER_UP_OUTSIDE`, or be aware of anything that happens outside of the Canvas re: input.
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* A Scene will now emit the new `CREATE` event after it has been created by the Scene Manager. If the Scene has a `create` method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. (thanks @jackfreak)
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* `Tilemap.removeTile` is a new method that allows you to remove a tile, or an array of tiles, by passing in references to the tiles themselves, rather than coordinates. The tiles can be replaced with new tiles of the given index, or removed entirely, and the method can optionally recalculate interesting faces on the layer.
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### Updates
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