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Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle. Emitter.emitParticle resets the rotation on the particle to zero before emitting it. Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these) Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others. ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values. ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix phaserjs#608) Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
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README.md

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@@ -77,6 +77,9 @@ Bug Fixes
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* ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
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* Debug.spriteBounds will now take the position of the camera into consideration when rendering the bounds (fix #603)
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* InputHandler.dragFromCenter will now work regardless of the anchor point of the Sprite (fix #600)
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* Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
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* ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
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* Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
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Updated
@@ -100,6 +103,9 @@ Updated
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* Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590)
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* When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
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* Every Input class now checks to see if it has already been started. If so it doesn't add the listeners again unless they have been nulled.
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* Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
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* Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
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* ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
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New Features
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* Time.deltaCap lets you set a cap for the delta timer. It defaults to zero (which is disabled). If you use ArcadePhysics it gets set to 0.2, but you can modify as needed.
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* ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
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* ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
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* Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
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Version 2.0.0 - "Aes Sedai" - March 13th 2014

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