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Copy file name to clipboardExpand all lines: README.md
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V0.9.3
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* Fixed issues with Group not adding reference to Game to newly created objects.
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* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests.
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* Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList)
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* Added GameObject.setBounds() to confine a game object to a specific area within the world (useful for stopping them going off the edges)
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* Added GameObject.outOfBoundsAction, can be either OUT OF BOUNDS STOP which stops the object moving, or OUT OF BOUNDS KILL which kills it.
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* Added GameObject.rotationOffset. Useful if your graphics need to rotate but weren't drawn facing zero degrees (to the right).
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* Added shiftSinTable and shiftCosTable to the GameMath class to allow for quick iteration through the data tables.
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* Added more robust frame checking into AnimationManager
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* Re-built Tilemap handling from scratch to allow for proper layered maps (as exported from Tiled / Mappy)
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* Tilemap no longer requires a buffer per Camera (in prep for WebGL support)
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* Added shiftSinTable and shiftCosTable to the GameMath class to allow for quick iteration through the data tables.
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* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests.
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* Removed the need for DynamicTextures to require a key property and updated test cases.
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* Add the rotationOffset value to GameObject (and thus Sprite). Useful if your graphics need to rotate but weren't drawn facing zero degrees (to the right).
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* You can now pass an array or a single value to Input.Keyboard.addKeyCapture()
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* Fixed issues with Group not adding reference to Game to newly created objects (thanks JesseFreeman)
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* Fixed a potential race condition issue in Game.boot (thanks Hackmaniac)
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* Fixed issue with showing frame zero of a texture atlas before the animation started playing (thanks JesseFreeman)
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* Fixed a bug where Camera.visible = false would still render
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* Removed the need for DynamicTextures to require a key property and updated test cases.
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* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
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