phaser/src/gameobjects
2016-06-16 00:33:48 +01:00
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components The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously Sprite.left, Sprite.right, Sprite.top and Sprite.bottom were read-only, but they are now available to be set as well, and take into consideration the anchor and scale of the Game Objects. 2016-06-16 00:33:48 +01:00
BitmapData.js BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context. 2016-06-14 15:29:56 +01:00
BitmapText.js Fixing issue #2496: Wrapped BitmapText not centering 2016-05-24 09:09:38 -04:00
Button.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Creature.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
GameObjectCreator.js You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989) 2016-04-07 03:45:21 +01:00
GameObjectFactory.js Added the Weapon Plugin and worked lots on its docs. 2016-06-03 15:09:43 +01:00
Graphics.js Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400) 2016-04-07 00:14:41 +01:00
Image.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Particle.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
RenderTexture.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
RetroFont.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Rope.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Sprite.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
SpriteBatch.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Text.js jshint fixes. 2016-06-02 15:38:05 +01:00
TileSprite.js You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989) 2016-04-07 03:45:21 +01:00
Video.js Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the webkitendfullscreen event to detect this, and dispatches the onComplete signal should that event fire (thanks @kelu-smiley #2498) 2016-06-02 15:26:11 +01:00