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Update CHANGELOG.md
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@ -223,6 +223,9 @@ The Animation API has had a significant overhaul to improve playback handling. I
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* `AnimationState.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
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* All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
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* `AnimationState.skipMissedFrames` is now used when playing an animation, allowing you to create animations that run at frame rates far exceeding the refresh rate, or that will update to the correct frame should the game lag. Feature #4232 (thanks @colorcube)
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* `AnimationManager.addMix` is a new method that allows you to create mixes between two animations. Mixing allows you to specify a unique delay between a pairing of animations. When playing Animation A on a Game Object, if you then play Animation B, and a mix exists, it will wait for the specified delay to be over before playing Animation B. This allows you to customise smoothing between different types of animation, such as blending between an idle and a walk state, or a running and a firing state.
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* `AnimationManager.getMix` is a new method that will return the mix duration between the two given animations.
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* `AnimationManager.removeMix` is a new method that will remove the mixture between either two animations, or all mixtures for the given animation.
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* `AnimationState.remove` is a new method that will remove a locally stored Animation instance from a Sprite.
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* `AnimationState.get` is a new method that will return a locally stored Animation instance from the Sprite.
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* `AnimationState.exists` is a new method that will check if a locally stored Animation exists on the Sprite.
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