phaser/src
2023-04-12 03:23:21 +01:00
..
actions Updated copyright year 2023-01-02 17:36:27 +00:00
animations jsdoc fixes and beta 23 prep 2023-03-31 18:39:40 +01:00
cache Updated copyright year 2023-01-02 17:36:27 +00:00
cameras Docs: BaseCamera#ignore() entries type 2023-03-19 09:04:11 -07:00
core Added glowFXQuality and glowFXDistance config options 2023-02-27 13:48:31 +00:00
create Added { willReadFrequently } to every canvas context, no matter where it comes from 2023-03-09 17:30:04 +00:00
curves Updated copyright year 2023-01-02 17:36:27 +00:00
data Fixed various jsdocs 2023-02-07 01:24:10 +00:00
device Removed 'hasRequestVideoFrame' and added 'getVideoURL' function 2023-04-11 17:01:42 +01:00
display Tidy the docs 2023-04-05 14:38:19 +01:00
dom Updated copyright year 2023-01-02 17:36:27 +00:00
events Updated copyright year 2023-01-02 17:36:27 +00:00
fx Docs update 2023-04-07 19:18:42 +01:00
gameobjects Return array of zones 2023-04-12 02:07:59 +01:00
geom Use Frame if the Mesh has one and not defined 2023-01-25 23:30:47 +00:00
input Updated copyright year 2023-01-02 17:36:27 +00:00
loader Removed all mention of 'loadEvent' and 'asBlob' 2023-04-11 18:26:35 +01:00
math Typo 2023-04-04 17:55:37 +01:00
physics Matter.convertTilemapLayers had an edge-case which could create composite bodies unintentionally. If any tiles had multiple colliders and you were providing body creation options, the parts property in the options would be modified and then concatenated with any bodies created after it. This could mean that some tiles would be combined when they shouldn't be, and on large maps would eventually hang once the convex hull got too big / complex. It now runs a copy on the object before using it - fix #5977 2023-04-12 03:08:52 +01:00
plugins Updated copyright year 2023-01-02 17:36:27 +00:00
polyfills Added requestVideoFrame polyfill 2023-04-11 17:02:09 +01:00
renderer Update PreFXPipeline.js 2023-04-12 02:43:42 +01:00
scale Updated copyright year 2023-01-02 17:36:27 +00:00
scene Docs: correct cameras types 2023-04-03 16:03:51 -07:00
sound Setting SoundManager.pauseOnBlur to true would not stop the audio if a game lost focus on certain browsers (like Firefox and Chrome on Android 13). This is now enforced via the new gameLostFocus flag. Fix #6354 2023-04-12 03:23:21 +01:00
structs Updated copyright year 2023-01-02 17:36:27 +00:00
textures Added getWebGLTexture method 2023-04-11 23:42:17 +01:00
tilemaps Fixed return type 2023-04-10 17:49:42 +01:00
time Change default callback scope to the timer event 2023-04-06 10:25:09 -07:00
tweens Fixed doc types 2023-04-04 17:55:56 +01:00
utils Updated copyright year 2023-01-02 17:36:27 +00:00
const.js 3.60 Beta 24 prep 2023-04-04 18:02:17 +01:00
phaser-arcade-physics.js Added requestVideoFrame polyfill 2023-04-11 17:02:09 +01:00
phaser-core.js Added requestVideoFrame polyfill 2023-04-11 17:02:09 +01:00
phaser-esm.js Added requestVideoFrame polyfill 2023-04-11 17:02:09 +01:00
phaser-ie9.js Updated copyright year 2023-01-02 17:36:27 +00:00
phaser.js Added requestVideoFrame polyfill 2023-04-11 17:02:09 +01:00