phaser/src/core
2016-11-10 00:10:39 +00:00
..
Boot.js Starting to split up. 2016-10-17 21:22:55 +01:00
Camera.js Camera.fade has a new argument alpha to control the alpha level of the effect (thanks @rgk #2493) 2016-09-27 01:07:40 +01:00
Create.js Docs update. 2016-04-21 00:48:54 +01:00
Filter.js Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components. 2016-10-18 17:03:25 +01:00
FlexGrid.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
FlexLayer.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Game.js Refactored the Input Manager. 2016-11-10 00:10:39 +00:00
Game262.js Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object. 2016-11-08 01:50:57 +00:00
Group.js Refactored GameObjects to GameObject. 2016-10-09 22:27:58 +01:00
MainLoop.js Starting to split up. 2016-10-17 21:22:55 +01:00
Plugin.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
PluginManager.js PluginManager.remove has a new argument destroy (defaults to true) which will let you optionally called the destroy method of the Plugin being removed. 2016-06-03 15:52:17 +01:00
ScaleManager.js Disabled access to World and Camera for now. 2016-10-14 02:20:35 +01:00
Signal.js Lots of new Signals documentation. 2016-04-07 02:44:29 +01:00
SignalBinding.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
StateManager.js Trying out flash effect. 2016-10-19 17:17:26 +01:00
World.js Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal. 2016-04-09 04:05:07 +01:00