type: 'classic'
method and then use importScripts('phaser.js')
within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.Scenes.Events.PRE_RENDER
is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)preserveDrawingBuffer
in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true
to retain them.GameObjects.Shape.setDisplaySize
is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)Tilemaps.Parsers.Tiled.ParseTilesets
has been updated so it now retains the type
field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)Tilemaps.Parsers.Tiled.ParseWangsets
is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)WebGLPipeline.glReset
is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind
to rebind
instead to restore the pipeline state.GameObject.addToDisplayList
is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.GameObject.addToUpdateList
is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its preUpdate
method called every game frame.GameObject.removeFromDisplayList
is a new method that removes the Game Object from the Display List it is currently on.GameObject.removeFromUpdateList
is a new method that removes the Game Object from the Scenes Update List.GameObject.destroy
will now call the new removeFromDisplayList
and removeFromUpdateList
methods.DisplayList.addChildCallback
will now use the new addToDisplayList
and removeFromDisplayList
Game Object methods.Container.addHandler
will now use the new addToDisplayList
and removeFromDisplayList
Game Object methods.Layer.addChildCallback
and removeChildCallback
will now use the new addToDisplayList
and removeFromDisplayList
Game Object methods.Group
now listens for the ADDED_TO_SCENE
and REMOVED_FROM_SCENE
methods and adds and removes itself from the Update List accordingly.Group.add
and create
now uses the new addToDisplayList
and addToUpdateList
Game Object methods.Group.remove
now uses the new removeFromDisplayList
and removeFromUpdateList
Game Object methods.Group.destroy
has a new optional boolean parameter removeFromScene
, which will remove all Group children from the Scene if specified.phaser-ie9
, which can be found in the dist
folder.window
or other elements not present within Workers.WebAudioSoundManager.createAudioContext
method is no longer private.WebAudioSoundManager.context
property is no longer private.WebAudioSoundManager.masterMuteNode
property is no longer private.WebAudioSoundManager.masterVolumeNode
property is no longer private.WebAudioSoundManager.destination
property is no longer private.WebAudioSound.audioBuffer
property is no longer private.WebAudioSound.source
property is no longer private.WebAudioSound.loopSource
property is no longer private.WebAudioSound.muteNode
property is no longer private.WebAudioSound.volumeNode
property is no longer private.WebAudioSound.pannerNode
property is no longer private.WebAudioSound.hasEnded
property is no longer private, but is read only.WebAudioSound.hasLooped
property is no longer private, but is read only.WebAudioSoundManager.createAudioContext
method will now use webkitAudioContext
if defined in window
(rather than using the polyfill) to handle audio on Safari.fillRect
if clearBeforeRender
is false
in the Game Config.LightsManager.addPointlight
method now has full JSDocs and the attenuation
parameter.LightPipeline.lightsActive
is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.LightPipeline
now only calls batchSprite
, batchTexture
and batchTextureFrame
if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)LineCurve.getTangent
can now take an output vector to receive the tangent value (thanks @samme)DOMElementCSSRenderer
no longer sets the pointerEvents
style attribute to auto
. This is the default value anyway and it now means you can override it from your code by setting the pointer-events
attribute directly. Fix #5470 (thanks @hayatae @endel)SceneManager.loadComplete
will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start
console warnings after each Scene finishes loading.WebGLRenderer.deleteTexture
will now run resetTextures(true)
first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.TextureSource.destroy
has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.Cameras.Controls.FixedKeyControl.minZoom
is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.FixedKeyControl.maxZoom
is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)Cameras.Controls.SmoothedKeyControl.minZoom
is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.SmoothedKeyControl.maxZoom
is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)WebGLPipeline.rebind
method now accepts an optional parameter currentShader
. If provided it will set the current shader to be this after the pipeline reset is complete.PipelineManager.rebind
method will now flag all pipelines as glReset = true
, so they know to fully rebind the next time they are invoked.BlitterWebGLRenderer
was calling an out-dated function setRenderDepth
instead of addToRenderList
(thanks Harm)FILE_ERRORED
and the Loader continues. Before this change the Loader would stall (thanks @samme)Math.FromPercent
silently assumed the min
parameter to be 0. It can now be any value, allowing you to generate percentages between min
and max
correctly (thanks @somechris)IsometricWorldToTileXY
was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)DOMElementCSSRenderer
will now return early if src.node
doesn't exist or is null, rather than trying to extract the style
property from it. Fix #5566 (thanks @rattias)renderer
exists before trying to hook to its event emitter (thanks @mattjennings)renderer
exists before trying to restore itself during a context loss (thanks @mattjennings)renderer
exists before resetting the WebGL textures (thanks @mattjennings)Uncaught TypeError
. Fix #5558 (thanks @mattjennings)Actions.PlayAnimation
arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame
parameter has been replaced with ignoreIfPlaying
. The function will also only call play
if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)RenderTarget.resize
will now Math.floor
the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment
errors. Fix #5563 #5478 (thanks @orjandh @venarius)Matter.Components.Sleep.setToSleep
and setAwake
were documented as returning this
, however they didn't return anything. Both now return this
correctly. Fix #5567 (thanks @micsun-al)ProcessX
when Body2 is Immovable and Body1 is not.Group.destroy
would cause a runtime error if Group.runChildUpdate
had been set. Fix #5576 (thanks @samme)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:
@edemaine @xuxucode @schontz @kaktus42 @Nero0 @samme
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 )