Слияние кода завершено, страница обновится автоматически
A special mention must go to @orblazer for their outstanding assistance in helping to complete the JSDoc data-types, callbacks and type defs across the API.
baselineX
and baselineY
which allow you to customize the 'magic' value used in calculating the text metrics.false
).false
).default
).true
).true
).render
object in the config. If no render
object is found, it will scan the config object directly for the properties.active
which will set the active state of the child being created (thanks @samme)active
which will set the active state of the child being created (thanks @samme)active
property in the config object (thanks @samme)setTilePosition
which allows you to set the tile position in a chained called (thanks @samme)wrap
, wrapArray
and wrapObject
which allow you to wrap physics bodies around the world bounds (thanks @samme)makeActive
which delegates control to the Tween Manager (thanks @allanbreyes)callback
argument that is invoked when the effect completes (thanks @pixelscripter)callback
argument that is invoked when the effect completes (thanks @pixelscripter)callback
argument that is invoked when the effect completes (thanks @pixelscripter)destroy
event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 (thanks @hadikcz)this.matter.add.gameObject
, that will inject a Matter JS Body into any Game Object, such as a Text or TileSprite object.DataManager.merge
where it would copy the object reference instead of its value (thanks @rexrainbow)shutdown
and destroy
callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme)makeActive
(thanks @allanbreyes)antialias
to undefined
as it wasn't set in the Game Config. Fix #3386 (thanks @samme)undefined
, preventing you from registering a new Scene with the same key. It's now properly removed from the hash(thanks @macbury)removeCallback
and passes it the child that was removed (thanks @orblazer)|MÉqgy
to |MÉqgy
.premultipliedAlpha
to true
by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari.Phaser.Utils.Array.Matrix
.step
, index
and direction
.step
, index
and direction
.step
, index
and direction
.step
, index
and direction
.stepX
, stepY
, index
and direction
.step
, index
and direction
.step
, index
and direction
.stepX
, stepY
, index
and direction
.step
, index
and direction
.index
and direction
.index
and direction
.index
and direction
.stepX
, stepY
, index
and direction
.index
and direction
.index
and direction
.index
and direction
.index
and direction
.index
and direction
.index
and direction
.index
and direction
.index
and direction
.destroy
event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.resize
method is called (thanks @jmcriat)startFollow
to avoid conflicting with the Animation component.pauseFollow
to avoid conflicting with the Animation component.resumeFollow
to avoid conflicting with the Animation component.stopFollow
to avoid conflicting with the Animation component.calculateRate
to avoid confusion over the setting of the sounds rate.Вы можете оставить комментарий после Вход в систему
Неприемлемый контент может быть отображен здесь и не будет показан на странице. Вы можете проверить и изменить его с помощью соответствующей функции редактирования.
Если вы подтверждаете, что содержание не содержит непристойной лексики/перенаправления на рекламу/насилия/вульгарной порнографии/нарушений/пиратства/ложного/незначительного или незаконного контента, связанного с национальными законами и предписаниями, вы можете нажать «Отправить» для подачи апелляции, и мы обработаем ее как можно скорее.
Опубликовать ( 0 )