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Phaser 3.60.0 Change Log
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Camera New Features
- You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
Camera Updates
- The
BaseCamera
has had itsAlpha
component replaced withAlphaSingle
. Previously you had access to properties such asalphaTopLeft
that never worked, now it correctly has just a single alpha property (thanks @samme) Camera.scrollX
andscrollY
will now only set theCamera.dirty
flag totrue
if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088 (thanks @Waclaw-I)Camera.isSceneCamera
is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via theCamera.setScene
method. Once set theCamera.updateSystem
method is skipped, preventing the WebGL Renderer from setting a scissor every frame.Camera.preRender
will now applyMath.floor
instead ofMath.round
to the values, keeping it consistent with the Renderer when following a sprite.- When rendering a Sprite with a Camera set to
roundPixels
it will now runMath.floor
on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems. - The
CameraManager.getVisibleChildren
method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan) - Removed the
Tint
andFlip
components from theCamera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
Camera Bug Fixes
- The
CameraManager.destroy
function will now remove the Scale ManagerRESIZE
event listener created as part ofboot
, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23) - The Camera will now emit
PRE_RENDER
andPOST_RENDER
events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)
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