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Phaser CE v2.10.0

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@photonstorm photonstorm released this 19 Jan 14:11
· 753 commits to master since this release
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Version 2.10.0 - 18th January 2018

New Features

  • New game config arguments:
    • alignH, alignV
    • crisp
    • disableStart
    • failIfMajorPerformanceCaveat
    • roundPixels
    • scaleH, scaleV, trimH, trimV
  • New game loop features:
    • Phaser.Game#dropFrames skips renders when the game loop delta time is spiraling upwards (#314).
    • Phaser.Game#forceSingleRender can be set to false to reduce the render rate to match Phaser.Time#desiredFps (#313).
    • Phaser.Time#ups tracks updates per second when advanced timing is enabled.
    • Phaser.Time#rps tracks renders per second when advanced timing is enabled.
  • Phaser.Color constants AQUA, BLACK, BLUE, GRAY, GREEN, ORANGE, RED, VIOLET, WHITE, and YELLOW. You can use these anywhere you use a numeric (hex) color value: Graphics, Sprite#tint, Stage#backgroundColor.
  • Phaser.Game#pendingDestroy marks the game for destruction at the next update. It can be used safely within an update callback.
  • Phaser.Point#round rounds a point's coordinates.
  • Phaser.SoundManager#onTouchUnlock signal (#434)
  • Phaser.SoundManager#removeAll destroys all sounds and removes them from the Manager.
  • Phaser.Utils.Debug methods:
  • Phaser.Video#playWhenUnlocked
  • Phaser.Video#onTouchUnlock signal

Updates

Bug Fixes

  • Fixed a false positive in TweenManager#isTweening (#414).
  • Changing a display object's smoothed property now marks the WebGL texture as dirty (#432, #433).
  • Fixed Phaser.Sound temporarily having an incorrect gain setting at creation time.
  • Fixed sprites not receiving onInputOut when the pointer leaves the game canvas (#429).
  • Fixed some TypeScript definitions.

Thanks

@ankush-badyal, @Dreaded-Gnu, @Mertank, @pavle-goloskokovic, @photonstorm, @qdrj, @samme, @squaresun