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Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
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@ -52,6 +52,7 @@ A special mention must go to @orblazer for their outstanding assistance in helpi
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* When deleting a Scene from the SceneManager it would set the key in the scenes has to `undefined`, preventing you from registering a new Scene with the same key. It's now properly removed from the hash(thanks @macbury)
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* Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 (thanks @Ziao)
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* The font is now synced to the context in Text before running a word wrap, this ensures the wrapping result between updating the text and getting the wrapped text is the same. Fix #3389 (thanks @rexrainbow)
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* Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
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### Updates
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@ -95,6 +96,7 @@ A special mention must go to @orblazer for their outstanding assistance in helpi
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* Triangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
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* Triangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
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* The GameObject `destroy` event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.
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* Phaser 3 is now built with Webpack v4.1.1 and all related packages have been updated (thanks @orblazer)
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@ -28,6 +28,7 @@ var TextStyle = require('../TextStyle');
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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@ -52,6 +53,7 @@ var Text = new Class({
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Depth,
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Components.Flip,
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Components.GetBounds,
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