phaser/src
2020-09-11 10:08:22 +01:00
..
actions Actions.setOrigin will now call updateDisplayOrigin on the items array, otherwise the effects can't be seen when rendering. 2020-09-03 17:34:16 +01:00
animations Restored animation complete key event. 2020-09-09 16:08:59 +01:00
cache Fixed this return types for Phaser.Cache.BaseCache 2020-01-30 23:11:38 +08:00
cameras Use the new Pipeline Manager methods 2020-09-09 13:05:18 +01:00
core Config.render.maxTextures is a new game config setting that allows you to control how many texture units will be used in WebGL. 2020-07-15 16:51:40 +01:00
create Finished JSDocs 2020-02-04 17:16:19 +00:00
curves Exposed on the main API namespace 2020-09-01 18:38:57 +01:00
data Lint fixes 2020-07-13 14:16:52 +01:00
device Lint fixes 2020-07-13 14:16:52 +01:00
display Swap to using constants for pipeline names 2020-09-09 13:05:18 +01:00
dom Exposed on the main API namespace 2020-09-01 18:38:57 +01:00
events Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
gameobjects Updated JSDocs to cover situation in #3858 2020-09-11 10:08:22 +01:00
geom Earcut has now been exposed and is available via Geom.Polygon.Earcut and is fully documented. 2020-08-25 09:54:03 +01:00
input 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 2020-09-11 09:48:13 +01:00
loader 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. 2020-08-05 12:46:28 +01:00
math Bumping to 3.50 2020-07-31 13:41:29 +01:00
physics Swap to using constants for pipeline names 2020-09-09 13:05:18 +01:00
plugins Final set of namespace changes. Fix #5062 2020-09-01 20:28:42 +01:00
polyfills The requestAnimationFrame polyfill no longer expects a Browserify environment and uses window through-out. 2019-11-20 17:10:11 +00:00
renderer Fix namespaces. Fix #5289 2020-09-10 17:04:56 +01:00
scale 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. 2020-08-04 10:35:29 +01:00
scene Final set of namespace changes. Fix #5062 2020-09-01 20:28:42 +01:00
sound Fix error for missing audio tag (already released) 2020-05-21 16:40:50 -07:00
structs 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. 2020-09-02 12:24:27 +01:00
textures 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 2020-08-26 13:06:04 +01:00
tilemaps Swap to using constants for pipeline names 2020-09-09 13:05:18 +01:00
time 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 2020-08-26 10:58:06 +01:00
tweens 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 2020-09-02 22:27:40 +01:00
utils 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. 2020-09-08 13:02:16 +01:00
const.js Update release version 2020-09-09 13:33:33 +01:00
phaser-arcade-physics.js Undo #5212 as it breaks all imports in webpack 2020-09-09 17:07:40 +01:00
phaser-core.js Undo #5212 as it breaks all imports in webpack 2020-09-09 17:07:40 +01:00
phaser.js Undo #5212 as it breaks all imports in webpack 2020-09-09 17:07:40 +01:00