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actions
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Actions.setOrigin will now call updateDisplayOrigin on the items array, otherwise the effects can't be seen when rendering.
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2020-09-03 17:34:16 +01:00 |
animations
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Restored animation complete key event.
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2020-09-09 16:08:59 +01:00 |
cache
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Fixed this return types for Phaser.Cache.BaseCache
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2020-01-30 23:11:38 +08:00 |
cameras
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Use the new Pipeline Manager methods
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2020-09-09 13:05:18 +01:00 |
core
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Config.render.maxTextures is a new game config setting that allows you to control how many texture units will be used in WebGL.
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2020-07-15 16:51:40 +01:00 |
create
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Finished JSDocs
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2020-02-04 17:16:19 +00:00 |
curves
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Exposed on the main API namespace
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2020-09-01 18:38:57 +01:00 |
data
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Lint fixes
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2020-07-13 14:16:52 +01:00 |
device
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Lint fixes
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2020-07-13 14:16:52 +01:00 |
display
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Swap to using constants for pipeline names
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2020-09-09 13:05:18 +01:00 |
dom
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Exposed on the main API namespace
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2020-09-01 18:38:57 +01:00 |
events
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Changed copyright date to 2020
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2020-01-15 12:07:09 +00:00 |
gameobjects
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Updated JSDocs to cover situation in #3858
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2020-09-11 10:08:22 +01:00 |
geom
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Earcut has now been exposed and is available via Geom.Polygon.Earcut and is fully documented.
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2020-08-25 09:54:03 +01:00 |
input
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The onMouse events in the Input Manager didn't reset the activePointer property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232
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2020-09-11 09:48:13 +01:00 |
loader
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ParseXMLBitmapFont has a new optional parameter texture . If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser.
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2020-08-05 12:46:28 +01:00 |
math
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Bumping to 3.50
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2020-07-31 13:41:29 +01:00 |
physics
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Swap to using constants for pipeline names
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2020-09-09 13:05:18 +01:00 |
plugins
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Final set of namespace changes. Fix #5062
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2020-09-01 20:28:42 +01:00 |
polyfills
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The requestAnimationFrame polyfill no longer expects a Browserify environment and uses window through-out.
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2019-11-20 17:10:11 +00:00 |
renderer
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Fix namespaces. Fix #5289
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2020-09-10 17:04:56 +01:00 |
scale
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The ScaleManager.updateBounds method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds method directly, yourself.
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2020-08-04 10:35:29 +01:00 |
scene
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Final set of namespace changes. Fix #5062
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2020-09-01 20:28:42 +01:00 |
sound
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Fix error for missing audio tag (already released)
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2020-05-21 16:40:50 -07:00 |
structs
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Utils.Array.StableSort has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace function has been removed, just call StableSort(array) directly now. All classes that used StableSort.inplace have been updated to call it directly.
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2020-09-02 12:24:27 +01:00 |
textures
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Textures.Parsers.JSONHash will now perform a hasOwnProperty check when iterating the frames, skipping anything that isn't a direct property. This should allow you to use generated atlas data that comes from JSON.parse . Fix #4768
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2020-08-26 13:06:04 +01:00 |
tilemaps
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Swap to using constants for pipeline names
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2020-09-09 13:05:18 +01:00 |
time
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Clock.addEvent can now take an existing TimerEvent object, as well as a config object. If a TimerEvent is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115
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2020-08-26 10:58:06 +01:00 |
tweens
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Previously, the easeParams array within a Tweens props object, or a multi-object tween, were ignored and it was only used if set on the root Tween object. It will now work correctly set at any depth. Fix #4292
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2020-09-02 22:27:40 +01:00 |
utils
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Utils.Array.NumerArray can now accept the start and end parameters in reverse order, i.e. 10, 1 will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
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2020-09-08 13:02:16 +01:00 |
const.js
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Update release version
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2020-09-09 13:33:33 +01:00 |
phaser-arcade-physics.js
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Undo #5212 as it breaks all imports in webpack
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2020-09-09 17:07:40 +01:00 |
phaser-core.js
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Undo #5212 as it breaks all imports in webpack
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2020-09-09 17:07:40 +01:00 |
phaser.js
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Undo #5212 as it breaks all imports in webpack
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2020-09-09 17:07:40 +01:00 |