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CHANGELOG.md

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@@ -49,6 +49,7 @@ being passed to the simulation. The default value is 1 to remain consistent with
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* The ComputedSize Component now has `setSize` and `setDisplaySize` methods. This component is used for Game Objects that have a non-texture based size.
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* The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
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* The Gamepad Axis threshold has been increased from 0.05 to 0.1.
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* Utils.Array.FindClosestInSorted has a new optional argument `key` which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
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### Animation Component Updates
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@@ -67,6 +68,7 @@ We have refactored the Animation API to make it more consistent with the rest of
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* `play` now returns the parent Game Object instead of the component.
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* `progress` method has been removed.
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* `getProgress` returns the animation progress value.
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* `setProgress` lets you jump the animation to a specific progress point.
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* `repeat` method has been removed.
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* `getRepeat` returns the animation repeat value.
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* `setRepeat` sets the number of times the current animation will repeat.
@@ -88,6 +90,8 @@ We have refactored the Animation API to make it more consistent with the rest of
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* `updateFrame` now supports animation frames with custom pivot points and injects these into the Game Object origin.
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* `destroy` now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.
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* Changing the `yoyo` property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify a `yoyo` on a per Game Object basis.
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* Animation.destroy now properly clears the global animation object.
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* Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.
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### Examples, Documentation and TypeScript
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