phaser/src/gameobjects/components
2016-08-18 15:55:13 +01:00
..
Angle.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Animation.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
AutoCull.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Bounds.js Groups now have the following properties, which are getters and setters: centerX, centerY, left, right, top and bottom. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration. 2016-07-08 01:33:42 +01:00
BringToTop.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Component.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Core.js Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
Crop.js A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688) 2016-08-18 15:55:13 +01:00
Delta.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Destroy.js Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape. 2016-06-03 01:08:32 +01:00
Events.js Huge docs update for all of the Game Object events. 2016-07-08 11:28:30 +01:00
FixedToCamera.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Health.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
InCamera.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
InputEnabled.js Updated docs. 2016-06-23 00:45:24 +01:00
InWorld.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
LifeSpan.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
LoadTexture.js Sprites that had a tint on them, that then had their frame changed via either Sprite.frame or Sprite.frameName wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton #2453) 2016-05-17 21:04:40 +01:00
Overlap.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
PhysicsBody.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Reset.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
ScaleMinMax.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Smoothed.js 2015 - 2016. 2016-04-04 22:16:16 +01:00