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Group.createMultiple
it will now skip the post-creations options if they are not set in the config object used, or a Game Object constructor. Previously, things like alpha, position, etc would be over-written by the defaults if they weren't given in the config, but now the method will check to see if they are set and only use them if they are. This is a breaking change, but makes it more efficient and flexible (thanks @samme)GameObjects.Layer.addToDisplayList
and removeFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)GameObjects.Polygon.setTo
is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix #6151 (thanks @PhaserEditor2D)GameObject.getBounds
method will now return a Geom.Rectangle
instance, rather than a plain Object (thanks @samme)GetBounds.getCenter
method now has an optional includeParent
argument, which allows you to get the value in world space.Transform
Component has a new boolean read-only property hasTransformComponent
which is set to true
by default.DOMElement.preUpdate
method has been removed. If you overrode this method, please now see preRender
instead.DOMElement.preRender
is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)Light
Game Object now has the Origin
and Transform
components, along with 4 new properties: width
, height
, displayWidth
and displayHeight
. This allows you to add a Light to a Container, or enable it for physics. Fix #6126 (thanks @jcoppage)TransformMatrix.setQuad
is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new TransformMatrix.quad
Float32Array, which is also returned from this method.TransformMatrix.multiply
now directly updates the Float32Array, leading to 6 less getter invocations.renderFlags
property, used to determine if a Game Object will render, or not, would be calculated incorrectly depending on the order of the scaleX
and scaleY
properties. It now works regardless of the order (thanks @mizunokazumi)GameObject.getPostPipeline
and passing in a string for the pipeline name it would error with 'Uncaught TypeError: Right-hand side of 'instanceof' is not an object'. This is now handled correctly internally (thanks @neki-dev)GameObject.willRender
method will now factor in the parent displayList
, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix #5883 (thanks @rexrainbow)GetBounds
component has been removed from the Point Light Game Object. Fix #5934 (thanks @x-wk @samme)Layer
Game Object to another Layer
Game Object, it will no longer error because it cannot find the removeFromDisplayList
function. Fix #5595 (thanks @tringcooler)DisplayList.addChildCallback
method will now check to see if the child has a parent container, and if it does, remove it from there before adding it to the Scene Display List. Fix #6091 (thanks @michalfialadev)Rope.setPoints
was called with the exact same number of points as before, it wouldn't set the dirty
flag, meaning the vertices were not updated on the next render (thanks @stupot)GameObject.Shapes.Rectangle.setSize
it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)PathFollower
with a to
value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)Polygon
Game Object would ignore its closePath
property when rendering in Canvas. Fix #5983 (thanks @optimumsuave)Return to the Change Log index.
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