phaser/src/core
2016-06-09 12:32:37 +01:00
..
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 Fixed issue with camera target sync. 2016-06-02 23:20:46 +01:00
Group.js The DisplayObject.renderOrderID used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderIDs are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is. 2016-06-09 12:32:37 +01:00
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 The DisplayObject.renderOrderID used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderIDs are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is. 2016-06-09 12:32:37 +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