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Copy file name to clipboardExpand all lines: README.md
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@@ -93,10 +93,11 @@ Version 2.0.4 - "Mos Shirare" - in development
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* InputManager.resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
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* Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
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* World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
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* Group.classType allows you to change the type of object that Group.create or createMultiple makes to your own custom class.
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* Group.classType allows you to change the type of object that Group.create or createMultiple makes from Phaser.Sprite to your own custom class.
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* Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
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* Device.support32bit is a new boolean that sets if the context supports 32bit pixel manipulation using array buffer views or not.
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* BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData.
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* P2.World now has its own pause and resume methods, so you can pause the physics simulation independent of your game (thanks @georgiee)
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* Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
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* Add scaleMode params to FilterTexture and RenderTexture (pixi.js update by @giraluna)
@@ -116,6 +117,17 @@ Version 2.0.4 - "Mos Shirare" - in development
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* Point.interpolate - Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
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* Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
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* The Input system is now updated even while the game is paused.
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* Color.packPixel packs an rgb component into a single integer.
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* Color.unpackPixel unpacks an integer into a color object.
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* Color.fromRGBA converts an integer in 0xRRGGBBAA format to a color object.
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* Color.toRGBA converts rgba components into a 32-bit integer.
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* Color.RGBtoHSL converts an rgb color into hsl (hue, saturation, lightness)
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* Color.HSLtoRGB converts hsl values into an rgb color object.
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* Color.RGBtoHSV converts an rgb color into hsv (hue, saturation, value)
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* Color.HSVtoRGB converts an hsv value into an rgb color object.
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* Color.createColor - creates the new light-weight color object used by most Color conversion methods.
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* Color.RGBtoString converts an rgba color into a # or 0x color string.
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* Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel.
* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
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*
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* @method RGBtoHSV
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* @param {Number} color In format 0xRRGGBB
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* @return {Object} An Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value)
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