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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -293,14 +293,14 @@ one set of bindings ever created, which makes things a lot cleaner.
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### Important Namespace Changes
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* The `Phaser.Boot` namespace has been renamed to `Phaser.Core`. As a result, the `boot` folder has been renamed to `core`. This impacts the `TimeStep` class and `VisibilityHandler` function, which have been moved to be under the new namespace.
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* The `Phaser.Animations` namespace was incorrectly exposed in the Phaser entrypoints as `Animation` (note the lack of plural). This means that if you are creating any custom classes that extend Animation objects using the Phaser namespace, then please update them from `Phaser.Animation.X` to `Phaser.Animations.X`, i.e. `Phaser.Animation.AnimationFrame` to `Phaser.Animations.AnimationFrame`. This doesn't impact you if you created animations by creating them via the Animation Manager.
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* The keyed Data Manager change data event string has changed from `changedata_` to `changedata-` to keep it consistent with other keyed events.
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* The `Phaser.Animations` namespace was incorrectly exposed in the Phaser entrypoints as `Animation` (note the lack of plural). This means that if you are creating any custom classes that extend Animation objects using the Phaser namespace, then please update them from `Phaser.Animation` to `Phaser.Animations`, i.e. `Phaser.Animation.AnimationFrame` to `Phaser.Animations.AnimationFrame`. This doesn't impact you if you created animations directly via the Animation Manager.
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* The keyed Data Manager change data event string has changed from `changedata_` to `changedata-` to keep it consistent with other keyed events. Note the change from `_` to `-`.
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* The Keyboard Plugin `keydown` dynamic event string has changed from `keydown_` to `keydown-` to keep it consistent with other keyed events. Note the change from `_` to `-`.
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* The Keyboard Plugin `keyup` dynamic event string has changed from `keyup_` to `keyup-` to keep it consistent with other keyed events. Note the change from `_` to `-`.
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* The `texturesready` event emitted by the Texture Manager has been renamed to `ready`.
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* The `loadcomplete` event emitted by the Loader Plugin has been renamed to `postprocess` to be reflect what it's used for.
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* Game Objects used to emit a `collide` event if they had an Arcade Physics Body with `onCollide` set, that collided with a Tile. This has changed. The event has been renamed to `tilecollide`. You should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tilecollide')`. The Game Object will not emit the event any more.
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* Game Objects used to emit a`overlap` event if they had an Arcade Physics Body with `onOverlap` set, that overlapped with a Tile. This has changed. The event has been renamed to `tileoverlap`. You should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tileoverlap')`. The Game Object will not emit the event any more.
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* Game Objects used to emit a `collide` event if they had an Arcade Physics Body with `onCollide` set, that collided with a Tile. This has changed. The event has been renamed to `tilecollide` and you should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tilecollide')`. Game Objects no longer emit this event.
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* Game Objects used to emit an`overlap` event if they had an Arcade Physics Body with `onOverlap` set, that overlapped with a Tile. This has changed. The event has been renamed to `tileoverlap` and you should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tileoverlap')`. Game Objects no longer emit this event.
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* The function `Phaser.Physics.Impact.SeperateX` has been renamed to `SeparateX` to correct the spelling mistake.
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* The function `Phaser.Physics.Impact.SeperateY` has been renamed to `SeparateY` to correct the spelling mistake.
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* The `ended` event in `WebAudioSound` has been renamed to `complete` to make it more consistent with the rest of the API.
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