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@@ -56,10 +56,15 @@ Significant API changes:
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* Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well.
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* Tween.onStartCallback and onCompleteCallback have been removed to avoid confusion. You should use the onStart, onLoop and onComplete events instead.
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* Button.forceOut default value has changed from true to false, so Buttons will revert to an Up state (if set) when pressed and released.
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* Body.drag has been removed. Please use the new Body.friction value instead (which is a number value, not a Point object)
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* The way the collision process callback works has changed significantly and now works as originally intended.
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* The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
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* Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
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* Body.drag has been removed. Please use the new Body.friction value instead (which is a number value, not a Point object)
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* Body.embedded and Body.wasTouching have been removed as they are no longer required.
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* Body.customSeparateX/Y have been removed as you should now use Body.customSeparateCallback.
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* Body.maxVelocity defaults have been removed from 10,000 to 2000.
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* Body.friction is new and has a default value of 0.1 - you may need to set this to zero depending on the type of game you're making.
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* Body.customSeparateCallback allows you to set your own callback when two Bodies need to separate rather than using the built-in method.
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New features:
@@ -87,12 +92,14 @@ New features:
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* Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
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* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game.
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* Body.speed - the current speed of the body.
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* Body.angle - the current angle the Body is facing based on its velocity. This is not the same as the Sprite angle that may own the body.
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* Body.friction - This now replaces Body.drag and provides for a much smoother friction experience.
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* Body.minBounceVelocity - If a Body has bounce set, this threshold controls if it should rebound or not. Use it to stop 'jittering' on bounds/tiles with super-low velocities.
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* QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
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* Input.setMoveCallback allows you to set a callback that will be fired each time the activePointer receives a DOM move event.
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* Math.distancePow(x1,y1,x2,y2,power) returns the distance between two coordinates at the given power.
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* Physics.collideArray(obj, array) for when you want to collide an object against a number of sprites that aren't all in the same Group.
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* Physics.overlapArray(obj, array) for when you want to overlap test an object against a number of sprites that aren't all in the same Group.
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* Math.reverseAngle - reverses an angle (in radians).
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* Math.normalizeAngle - normalises an angle, now in radians only.
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* Math.normalizeLatitude - Normalizes a latitude to the [-90,90] range.
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