Phaser CE v2.7.8
Version 2.7.8 - 8th May 2017
New Features
- You can now set Group#updateOnlyExistingChildren to skip update calls on children with
exists = false
(#187). - Phaser.ScaleManager#setUserScale now has
queueUpdate
andforce
parameters. Set these to false if your resize callback is being called repeatedly (#197). - Added Phaser.Creature#createAllAnimations to force load all animations in a creature mesh. It must be called before Phaser.Creature#setAnimation.
- Added Phaser.Creature#setAnimationPlaySpeed.
- Added Phaser.Creature.html#height and Phaser.Creature#width. You can set these dimensions directly rather than by using
scale
. - Added Phaser.Creature#setAnchorPointEnabled, Phaser.Creature#anchorX, and Phaser.Creature#anchorY for setting a Creature's anchor point dynamically (still experimental).
Updates
- Removed the upper limit of 12 for Phaser.Loader#maxParallelDownloads. The default value is still 4. Most browsers limit parallel connections to 6 per domain. Older IE and Android browsers may suffer with a value above 4 (#170).
- Arcade Physics Bodies no longer receive angular motion updates while they have allowRotation disabled, as this was unnecessary.
- Phaser.Text#align can now be set in any case or mix of cases (e.g., 'left', 'Left', 'LEFT').
- Phaser CE API now shows a synopsis like the Phaser 2.6 docs. You can still find the complete README on GitHub.
- Updated ScaleManager docs.
- Clarified
gid
argument in Phaser.Tilemap#createFromObjects. It can represent an object'sgid
,id
, orname
. - Clarified Phaser.Image's use of the Animation component (#185). Images can be animated the same way Sprites can.
Bug Fixes
- Fixed an issue where Sprites sharing the same texture were distorted or hidden when a WebGLFilter was applied (#39, #153, #154).
- Fixed a 'memory exhausted' error in PIXI.PixiFastShader when compiling shaders with multiTexture enabled.
- Fixed a TypeError in PIXI.WebGLGraphics when trying to render a Graphics object with a missing WebGL context (#178)
- Fixed a ReferenceError in PIXI.WebGLRenderer when running Phaser in ES5 strict mode.
- Fixed some Typescript definitions (#167).
- Phaser now correctly sets a Creature's anchor point (as set in Creature editor) when a creature mesh is loaded.
- Fixed CreatureManager#CreateAllAnimations crashing in Chrome.
Thanks
@aaronransley, @andrewjb123, @Cryt1c, @goldfire, @gre, @LandonSchropp, @NickH-nz, @noseglid, @photonstorm, @samme, @tanquetav, @vantreeseba, @vpmedia, @Xan0C