A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.
correction
which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases.getDelta
which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.set60Hz
and set30Hz
which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.autoUpdate
, which defaults to true
. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the getDelta
function.step
which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with autoUpdate=false
you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.debugShowJoint
and debugJointColor
. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata)destroyChildren
which will automatically call destroy
on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley)letterSpacing
which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO)Tilemap.addTileset
and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino)ScenePlugin.start
without any arguments, but is more clear.destroy
event when they are destroyed (thanks @rexrainbow)mapAdd
which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa)getTopLeft
, getTopRight
, getBottomLeft
and getBottomRight
all have a new optional argument includeParent
which will factor in all ancestor transforms to the returned point.startFollow
, but PathFollower.setPath was still using PathFollower.start
(thanks @samid737)setRate
on its sounds, instead of calculateRate
.getValue
method now correctly applies the threshold and zeroes out the returned value.setZ
instead of setDepth
for the Debug Graphics Layer, causing it to appear behind objects in some display lists.renderer
exists before calling destroy on it. Fix #3498 (thanks @Huararanga)update
loops. Fix #3490 (thanks @belen-albeza)divisions
argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok)setDisplaySize
(thanks Babsobar)setDisplaySize
(thanks Babsobar)null
, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)data
argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Scene init
and create
methods and stored in the Scene Settings data
property. Fix #3363 (thanks @pixelhijack)Tween.play
on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen)destroy
on Tweens instead of stop
(thanks @Antriel)setOffset
on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley)setInteractive
is called on a Game Object that fails to set a hit area, it will no longer try to assign dropZone
to an undefined input
property.setOrigin
unless the Game Object has the origin component (which not all do, like Graphics and Container)destroy
method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)rate
and detune
properties removed as they are always set in the overriding class.setRate
and setDetune
from the 3.3.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently.InteractiveObject.js
has been renamed to CreateInteractiveObject.js
to more accurately reflect what it does and to avoid type errors in the docs.Fixed
to FixedKeyControl
and Smoothed
to SmoothedKeyControl
to match the class names. Fix #3463 (thanks @seivan)setSize
and setDisplaySize
methods. This component is used for Game Objects that have a non-texture based size.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.skipCallback
.skipCallback
.skipCallback
.skipCallback
.skipCallback
.skipCallback
.skipCallback
.extend
property of a Scene config object it will now block overwriting the Scene sys
property.extend
property of a Scene config object, if you define a property called data
that has an object set, it will populate the Scenes Data Manager with those values.isProcessing
which is now a boolean, not an integer. It's also now public and read-only.a
, b
, c
, d
, tx
and ty
. It also has the following new getters: scaleX
, scaleY
and rotation
.List.getFirst
instead which offers the exact same functionality.List.add
instead which offers the exact same functionality.removeAllListeners
for any local events.We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:
frameRate
property to set the speed of an animation in frames per second.onStart
, onRepeat
, onUpdate
and onComplete
and the corresponding params arrays like onStartParams
and the property callbackScope
. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now do sprite.on('animationstart')
and it will be invoked at the same point the old onStart
callback would have been. The new events are: animationstart
, animtionrepeat
, animationupdate
and animationcomplete
. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful.animationupdate
event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame.dispatchCallbacks
argument, because it dispatches an event which you can choose to ignore.delay
method has been removed.setDelay
allows you to define the delay before playback begins.getDelay
returns the animation playback delay value.delayedPlay
now returns the parent Game Object instead of the component.load
now returns the parent Game Object instead of the component.pause
now returns the parent Game Object instead of the component.resume
now returns the parent Game Object instead of the component.isPaused
returns a boolean indicating the paused state of the animation.paused
method has been removed.play
now returns the parent Game Object instead of the component.progress
method has been removed.getProgress
returns the animation progress value.setProgress
lets you jump the animation to a specific progress point.repeat
method has been removed.getRepeat
returns the animation repeat value.setRepeat
sets the number of times the current animation will repeat.repeatDelay
method has been removed.getRepeatDelay
returns the animation repeat delay value.setRepeatDelay
sets the delay time between each repeat.restart
now returns the parent Game Object instead of the component.stop
now returns the parent Game Object instead of the component.timeScale
method has been removed.getTimeScale
returns the animation time scale value.setTimeScale
sets the time scale value.totalFrames
method has been removed.getTotalFrames
returns the total number of frames in the animation.totalProgres
method has been removed as it did nothing and was mis-spelt.yoyo
method has been removed.getYoyo
returns if the animation will yoyo or not.setYoyo
sets if the animation will yoyo or not.updateFrame
will now call setSizeToFrame
on the Game Object, which will adjust the Game Objects width
and height
properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)updateFrame
now supports animation frames with custom pivot points and injects these into the Game Object origin.destroy
now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.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.My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC
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