Phaser.Matrix.copyFrom and copyTo allow you to copy Matrix values from and to other Matrix objects.
Phaser.Matrix.setTo allows you to set all properties of a Matrix in a single call.
The Phaser.Matrix constructor now allows you to optionally set all Matrix properties on instantiation.
Phaser.StateManager.created is a new read-only boolean that tells you if the State has finished running its `create` method. If it doesn't have one it's always true.
The StateManager would incorrectly call `loadRender` while the game was paused or if the State didn't have an `render` method defined even after the loader was completed.
Added explicity `void` return type for Matrix.fromArray.
Reason: it has similar function type in pixi.d.ts, and it caused
troubles when using typescript compiler with `--noImplicitAny` flag.
Cache.getPixiBaseTexture will return a PIXI.BaseTexture from the cache based on the given key. A PIXI BaseTexture is created automatically for all images loaded and added to the cache.
Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.
Cache.getJSON has a new optional parameter: `parse`. If `true` the method will pass the data through JSON.parse before returning it. The default is `false` to retain backwards compatibility.
Enabling Arcade Physics would add the deltaCap property onto Phaser.Time, even though the property doesn't exist any more, changing the class shape in the process.
Group.physicsSortDirection is a new property allowing you to set a custom sort direction for Arcade Physics Sprites within the Group hash. Previously Arcade Physics used one single sort direction (defined on `Phaser.Physics.Arcade.sortDirection`) but this change allows you to specifically control how each and every Group is sorted, so you can now combine tall and wide Groups with narrow and thin in a single system.
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.
Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
The description of the method stated that you could pass a string to look up an object layer based on its name, but the original code only looked for a gui property, regardless of type.
I'm using Tiled 0.11.0 on OSX, and my exported json-file doesn't contain a gui property on the object layers. Here's a snippet of my file:
```
{
"layers":[
{
"draworder":"topdown",
"height":0,
"name":"Objects",
"objects":[
{
"height":48,
"id":1,
"name":"pier",
"properties":
{
},
"rotation":0,
"type":"",
"visible":true,
"width":64,
"x":208,
"y":240
}],
"opacity":1,
"properties":
{
"type":"pier"
},
"type":"objectgroup",
"visible":true,
"width":0,
"x":0,
"y":0
}]
}]
}
```
The property in my file is called id and not uid. This might be due to changes in one of the later releases of Tiled. I kept the check for uid to avoid possibly breaking compatibility with older versions of Tiled.
I also added scaling of the sprite.
Feel free to make formatting changes, or rewrite the function to better fit the programming style of Phaser.
* Passing a value of zero as the value of duration causes the
calculations performed in Tween#update to divide by zero when
calculating the next step for the tween. This causes the tweened
property value to be set to NaN having undesireable results and
also, causes the tween to never end since the ending criteria are
never met.