Phaser CE v2.10.1
Version 2.10.1 - 18th February 2018
New Features
- Phaser.Sound#playOnce flags a sound for deletion after it is played once. This is a simple method for avoiding adding new Sound objects for sounds that are intended to just be played once and done.
- A final State#loadUpdate call is made right before the loader is reset, when Loader#progress is 100, instead of after, when Loader#progress is 0 (#468).
- Loader#onBeforeLoadComplete is a signal dispatched right before the Loader is reset (unlike Loader#onLoadComplete).
Updates
- Clarified
margin
andspacing
arguments in Phaser.Loader#spritesheet (#448). - Debug#text now uses Debug#font as its default.
Bug Fixes
- Fixed audio sprites failing to loop after pause and resume (#323).
- Fixed sounds not looping when using audio tags (#446).
- Fixed circular Arcade bodies sticking to each other during some collisions (#451).
- Fixed a sprite with input.enabled
false
triggering its onInputOut signal when the mouse leaves the game canvas (#454). - Fixed spelling error in API documentation (#458).
- Fixed some TypeScript definitions (#442, #447, #455, #460, #462, #463, #469, #475).
- The canvas now correctly scales inside a container if using relative values for
width
andheight
in the Phaser.Game constructor (#367). Make sure you give the container a height. - Fixed State#loadUpdate being called once when no assets have been loaded (#468).
- Fixed Debug#spriteInfo failing to show
sprite.name
as promised (#471).
Thanks
@bseiller, @dhashvir, @Lucas-C, @mmacvicar, @Nek-, @netdreamer, @omretterry, @pantoninho, @photonstorm, @samme, @seiyria, @squaresun, @Tembac, @wtravO