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1c5a9d02ea
This reverts commit ca5cdf4b1a
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48 lines
3.3 KiB
Markdown
48 lines
3.3 KiB
Markdown
# Version 3.85.0 - Itsuki - in development
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# New Features
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* `BaseSoundManager.isPlaying` is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
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* Added `dispatchContextLost` and `dispatchContextRestored` internal methods called by `contextLostHandler` and `contextRestoredHandler` for custom context overrides and error tracking. (@yaustar)
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# WebGL Rendering Updates
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* `WebGLTextureWrapper.update` expanded:
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* `source` parameter is now type `?object`, so it can be used for anything that is valid in the constructor.
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* New `format` parameter can update the texture format.
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# Updates
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* Calling `Timeline.pause` will now pause any currently active Tweens that the Timeline had started (thanks @monteiz)
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* Calling `Timeline.resume` will now resume any currently paused Tweens that the Timeline had started (thanks @monteiz)
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* Calling `Timeline.clear` and `Timeline.destroy` will now destroy any currently active Tweens that the Timeline had created. Previously, active tweens would continue to play to completion (thanks @monteiz)
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* `TimelineEvent` has a new property called `tweenInstance`. If the Timeline event has a tween that has been activated, this will hold a reference to it.
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* If you create a BitmapText with an invalid key it will now throw a runtime error. Previously it just issued a console warning and then crashed (thanks @samme)
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* The console warnings when Audio files are missing/incorrect have been improved (thanks @samme)
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* The `requestVideoFrame` polyfill has been updated to the latest release, which should resolve some SSR framework issues. Fix #6776 (thanks @lantictac)
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# Bug Fixes
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* The `activePointers` game config option is now the correct amount of touch input pointers set. Fix #6783 (thanks @samme)
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* The method `TextureManager.checkKey` will now return `false` if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use (thanks Will Macfarlane).
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* Added all of the missing Loader Config values (such as `imageLoadType`) to LoaderConfig, so they now appear in the TypeScript defs.
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* The `EXPAND` scale mode had a bug that prevented it from using the world bounds cameras, cutting rendering short. Fix #6767 (thanks @Calcue-dev @rexrainbow)
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* Calling `getPipelineName()` on a Game Object would cause a runtime error if running under Canvas. It now simply returns `null`. Fix #6799 (thanks @samme)
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## Examples, Documentation, Beta Testing and TypeScript
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Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
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@lgtome
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@samme
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@AlbertMontagutCasero
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@rexrainbow
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# Deprecation Warning for the next release
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The _next release_ of Phaser will make the following API-breaking changes:
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* We are removing `Phaser.Struct.Map` and replacing it with a regular JS `Map` instance. This means methods like `contains` and `setAll` will be gone.
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* We are removing `Phaser.Struct.Set` and replacing it with a regular JS `Set` instance. This means methods like `iterateLocal` will be gone.
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* The `Create.GenerateTexture`, all of the Create Palettes and the `create` folder will be removed.
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* The `phaser-ie9.js` entry-point will be removed along with all associated polyfills.
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