mirror of
https://github.com/photonstorm/phaser
synced 2024-11-15 09:27:37 +00:00
5.7 KiB
5.7 KiB
New Features
Text.setRTL
is a new method that allows you to set a Text Game Object as being rendered from right-to-left, instead of the default left to right (thanks @rexrainbow)FX.Circle.backgroundAlpha
is a new property that allows you to set the amount of the alpha of the background color in the Circle FX (thanks @rexrainbow)Physics.Arcade.World.singleStep
is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @monteiz)Tilemaps.ObjectLayer.id
is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @rui-han-crh)Tilemaps.LayerData.id
is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @rui-han-crh)Text.setLetterSpacing
is a new method andText.lineSpacing
is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)ParticleEmitter.clearDeathZones
is a new method that will clear all previously created Death Zones from a Particle Emitter (thanks @rexrainbow)ParticleEmitter.clearEmitZones
is a new method that will clear all previously created Emission Zones from a Particle Emitter (thanks @rexrainbow)
Updates
- The
WebAudioSoundManager
will now bind thebody
to theremoveEventListener
method, if it exists, to prevent memory leaks (thanks @wjaykim) - The
AnimationManager.globalTimeScale
property is now applied to all Game Objects using the Animation component, allowing you to globally speed-up or slow down all animating objects (thanks @TJ09) - The
Rope
Game Object now callsinitPostPipeline
allowing you to use Post FX directly on it, such as glow, blur, etc. Fix #6550 (thanks @rexrainbow) - The
Tween.stop
method will now check to see ifTween.parent
is set. If not, it won't try to set a pending removal state or dispatch an event, which should help guard against errors whereTween.stop
is called by mistake on already destroyed tweens (thanks @orcomarcio) - The
Tween.remove
method will now check to see ifTween.parent
exists before trying to remove it from the parent. This should help guard against errors whereTween.remove
is called by mistake on already removed or destroyed tweens. Fix #6539 (thanks @orcomarcio)
Bug Fixes
Particle.scaleY
would always be set to thescaleX
value, even if given a different one within the config. It will now use its own value correctly.Array.Matrix.RotateLeft
was missing thetotal
parameter, which controls how many times to rotate the matrix.Array.Matrix.RotateRight
was missing thetotal
parameter, which controls how many times to rotate the matrix.Array.Matrix.TranslateMatrix
didn't work with any translation values above 1 due to missing parameters inRotateLeft
andRotateRight
FX.Blur
didn't set thequality
parameter to its property, meaning it wasn't applied in the shader, causing it to always use a Low Blur quality (unless modified post-creation).- The
BlurFXPipeline
didn't bind the quality of shader specified in the controller, meaning it always used the Low Blur shader, regardless of what the FX controller asked for. - The
FXBlurLow
fragment shader didn't have theoffset
uniform. This is now passed in and applued to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder) - The
Tilemap.createFromObjects
method wouldn't always copy custom properties to the target objects or Data Manager. Fix #6391 (thanks @samme @paxperscientiam) - The
scale.min
andscale.max
width
andheight
properties in Game Config were ignored by the Game constructor, which was expectingminWidth
andminHeight
. This now matches the documnentation. Fix #6501 (thanks @NikitaShpanko @wpederzoli) - Due to a copy-paste bug, the
Actions.GetLast
function had the same code as theGetFirst
function. It now does what you'd expect it to do. Fix #6513 (thanks @dmokel) - The
TilemapLayer.PutTileAt
method would use an incorrect local GID if the Tilemap Layer wasn't using all available tilesets. Fix #5931 (thanks @christianvoigt @wjaykim) - The
TextureManager.addSpriteSheet
method would fail if aTexture
instance was given as the second parameter, throwing aCannot read property 'key' of null
(thanks @charlieschwabacher) - The
HexagonalCullBounds
function incorrectly referencedthis
within it, instead oflayer
(thanks @DaliborTrampota) - The
HexagonalGetTileCorners
function incorrectly referencedthis
within it, instead oflayer
(thanks @DaliborTrampota) - The
HexagonalTileToWorldXY
function incorrectly referencedthis
within it, instead oflayer
(thanks @DaliborTrampota) - The
BitmapText
Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happened part-way during the rendering a BitmapText (thanks @EmilSV)
Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@samme