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* The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead.
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* The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly.
@@ -332,6 +332,10 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Stage will now check if `document.hidden` is available first, and if it is then never even check for the prefixed versions. This stops warnings like "mozHidden and mozVisibilityState are deprecated" in newer versions of browsers and retain backward compatibility (thanks @leopoldobrines7#2656)
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* As a result of changes in #2573 Graphics objects were calling `updateLocalBounds` on any shape change, which could cause dramatic performances drops in Graphics heavy situations (#2618). Graphics objects now have a new flag `_boundsDirty` which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then `updateLocalBounds` is called once in the `postUpdate` method (thanks @pengchuan#2618)
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* Phaser.Image now has the ScaleMinMax component.
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* Animations now allow for speeds greater than 0, rather than forcing them to be greater than 1. This allows you to have animation speeds slower than 1 frame per second (thanks @jayrobin#2664)
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* Weapon.fire and all related methods (fireAtXY, fireAtPointer, fireAtSprite) now all return the instance of the Phaser.Bullet that was fired, or `null` if nothing was fired. Previously it would return a boolean, but this change allows you to perform additional processing on the Bullet as required (thanks @JTronLabs#2696)
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* Sound.loopFull now returns the Sound instance that was looped (thanks @hilts-vaughan#2697)
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* ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme#2708)
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### Bug Fixes
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@@ -340,6 +344,9 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* ArcadePhysics.World.angleBetweenCenters now uses `centerX` and `centerY` properties to check for the angle between, instead of `center.x/y` as that property no longer exists (thanks @leopoldobrines7#2654)
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* The Emitter.makeParticles `collide` argument didn't work, as a result of #2661, but is now properly respected thanks to that change (thanks @samme#2662)
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* Sound.play would throw the error "Uncaught DOMException: Failed to execute 'disconnect' on 'AudioNode': the given destination is not connected." in Chrome, if you tried to play an audio marker that didn't exist, while a valid marker was already playing.
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* Text bounds would incorrectly displace if the Text resolution was greater than 1 (thanks @valent-novem#2685)
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* TilemapParser would calculate widthInPixels and heightInPixels were being read incorrectly from JSON data (capitalisation of properties) (thanks @hexus#2691)
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* A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll#2688)
Copy file name to clipboardExpand all lines: resources/tutorials/02 Making your first game/tutorial.html
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It's time to give our little game a purpose. Let's drop a sprinkling of stars into the scene and allow the player to collect them. To achieve this we'll create a new Group called 'stars' and populate it. In our create function we add the following code (this can be seen in part8.html):
* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Minimum value is 1.
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* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0.
* @param {Phaser.Rectangle} rect - The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
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* @param {boolean} [copy=false] - If false `cropRect` will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.
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