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Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request phaserjs#853)
Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
* Stage no longer creates the Phaser.Canvas object, but Game itself does in the setupRenderer method.
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* Canvas.create has deprecated the noCocoon parameter as it's no longer required. The parameter is still in the signature, but no longer used in the method.
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* Time.add allows you to add an existing Phaser.Timer to the timer pool (request #864)
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* Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request #853)
* Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the `resources\Asset Pack JSON Format` folder and examples of use in the Phaser Examples repository.
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* Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
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* Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
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* Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
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* Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).
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* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
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* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit 1 particle. Value given in ms.
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* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles".
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* @param {number} [forceQuantity=false] - If true and creating a particle flow, the quantity emitted will be forced to the be quantity given in this call.
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