phaser/src/core
2016-08-02 17:47:35 +03:00
..
Camera.js The camera now divides its effects (like shake and fade) updates, and the updateTarget into two separate functions. 2016-06-02 22:40:30 +01:00
Create.js Docs update. 2016-04-21 00:48:54 +01:00
Filter.js 2015 - 2016. 2016-04-04 22:16:16 +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 Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
Group.js fixed top, bottom, left, right, centerX and centerY to use the updated getBounds and compute their values depending on the parent local coordinate space. I think this is better than using the global getBounds and a lot more convenient because it makes total sense x and centerX for example to be from the same coordinate space and also with this change now these values would be working when the group is a top level display object and also when it is parented by something else. So this loosens the global only getBounds restriction. Also it doesn't really makes sense to align objects with totally different parents but if that is the case separate calculations could be made. 2016-08-02 17:47:35 +03:00
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 ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use. 2016-07-21 02:11:16 +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
Stage.js Check if hidden is available first 2016-07-20 20:04:25 -04:00
State.js Added missing property. 2016-06-02 15:02:44 +01:00
StateManager.js 2015 - 2016. 2016-04-04 22:16:16 +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