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Update CHANGELOG.md
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CHANGELOG.md

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Notes:
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1) Vertex for any GO
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2) Body Blocked
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3) GO auto-add to Scene
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4) GO move to another Scene
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* `overlapTiles` is a new method that allows you to check for overlaps between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the overlap check to work. You can provide your own process callback and/or overlap callback. This is handy for testing for overlap for a specific Tile in your map, not just based on a tile index. This is available via `this.physics.overlapTiles` and the World instance.
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* `collideTiles` is a new method that allows you to check for collision between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the collision to work. You can provide your own process callback and/or overlap callback. There are some limitations in using this method, please consult the API Docs for details, but on the whole, it allows for dynamic collision on small sets of Tile instances. This is available via `this.physics.collideTiles` and the World instance.
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* `overlapRect` is a new method that allows you to return an array of all physics bodies within the given rectangular region of the World. It can return dynamic or static bodies and will use the RTree for super-fast searching, if enabled (which it is by default)
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* `debugShowBlocked`, `sleepDebugColor`, `blockedDebugColor`
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2020
#### Updates
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* There is a new Game Config property `input.windowEvents` which is true by default. It controls if Phaser will listen for any input events on the Window. If you disable this, Phaser will stop being able to emit events like `POINTER_UP_OUTSIDE`, or be aware of anything that happens outside of the Canvas re: input.
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* A Scene will now emit the new `CREATE` event after it has been created by the Scene Manager. If the Scene has a `create` method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. (thanks @jackfreak)
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* `Tilemap.removeTile` is a new method that allows you to remove a tile, or an array of tiles, by passing in references to the tiles themselves, rather than coordinates. The tiles can be replaced with new tiles of the given index, or removed entirely, and the method can optionally recalculate interesting faces on the layer.
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* `TweenManager.remove` is a new method that immediately removes the given Tween from all of its internal arrays.
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* `Tween.remove` is a new method that immediately removes the Tween from the TweenManager, regardless of what state the tween is in. Once called the tween will no longer exist within any internal TweenManager arrays.
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### Updates
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