mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
Update CHANGELOG-v3.61.md
This commit is contained in:
parent
4748edf908
commit
faae57befa
1 changed files with 2 additions and 0 deletions
|
@ -25,6 +25,8 @@ The new collision categories are used automatically by either directly calling t
|
|||
* The `GameObject.setTexture` method has 2 new optional parameters: `updateSize` and `updateOrigin`, which are both passed to the `setFrame` method and allows you to control if the size and origin of the Game Object should be updated when the texture is set (thanks @Trissolo)
|
||||
* Both the Animation Config and the Play Animation Config allow you to set a new boolean property `randomFrame`. This is `false` by default, but if set, it will pick a random frame from the animation when it _starts_ playback. This allows for much more variety in groups of sprites created at the same time, using the same animation. This is also reflected in the new `Animation.randomFrame` and `AnimationState.randomFrame` properties.
|
||||
* You can now use a `Phaser.Types.Animations.PlayAnimationConfig` object in the `anims` property of the `ParticleEmitter` configuration object. This gives you far more control over what happens to the animation when used by particles, including setting random start frames, repeat delays, yoyo, etc. Close #6478 (thanks @michalfialadev)
|
||||
* `TilemapLayer.setTintFill` is a new method that will apply a fill-based tint to the tiles in the given area, rather than an additive-based tint, which is what the `setTint` method uses.
|
||||
* `Tile.tintFill` is a new boolean property that controls if the tile tint is additive or fill based. This is used in the TilemapLayerWebGLRenderer function.
|
||||
|
||||
# Updates
|
||||
|
||||
|
|
Loading…
Reference in a new issue