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Copy file name to clipboardExpand all lines: README.md
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@@ -317,7 +317,7 @@ Version 2.4 - "Katar" - in dev
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* When loading a BitmapText you can now specify either an XML file or a JSON file for the font data. This is useful in environments such as Cocoon where you don't have a native XML parser. If you wish to use JSON the formatting should be equal to the result of running a valid XML file through X2JS (thanks @Feenposhleen#1837)
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* Game Objects that have the Health component (such as Sprites) now have a new method: `heal` which adds the given amount to the health property, i.e. is the opposite of `damage` (thanks @stephandesouza#1794)
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* maxHealth is a new property that Game Objects with the Health component receive and works in combination with the `heal` method to ensure a health limit cap.
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* Text.setTextBounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
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* Text.setTextBounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself (thanks @boostermedia for the idea #1824)
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* Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to `true` to round the coordinates, often eliminating anti-aliasing from certain font types (#1867)
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* Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94#1879)
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* Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: `addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] );` would return an object containing the properties `up`, `down`, `left` and `right` that you could poll just like a Phaser.Key object. (thanks @Mourtz#1857)
@@ -414,6 +414,7 @@ Version 2.4 - "Katar" - in dev
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* Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch#1870)
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* P2.Body.createGroupCallback incorrectly referenced the `_groupCallbackContext` when deleting it (thanks @Langerz82#1886)
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* When reusing a Tween created with an array of properties the values would get exponentially added to the TweenData internal array each time the tween was re-run (thanks @SBCGames#1747)
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* Reading the dimensions of a Text object would reset its resolution property (thanks @joelika#1717)
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