phaser/src/core
2016-06-19 10:45:35 -07:00
..
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 Phaser 2.5.0 Release. 2016-06-17 12:46:56 +01:00
Group.js Added Group.getClosestToFilter() and Group.getFurthestFromFilter() 2016-06-19 10:45:35 -07:00
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 2015 - 2016. 2016-04-04 22:16:16 +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 Stage and Group postUpdate methods iterate the same way now. 2016-06-09 23:14:24 +01:00
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