Phaser CE v2.8.1
Version 2.8.1 - 20th June 2017
New Features
- Debug#camera shows the camera follow target and deadzone.
- Debug#renderer prints some useful properties of the game renderer. In WebGL mode, this includes draw counts, texture space limit, and texture batch size.
- Point#setToPolar places a Point from polar coordinates (angle and distance). You can use it to set velocity or acceleration (as
velocity.setToPolar(angle, speed)
), as many of the Arcade Physics helpers now do. - Arcade.Body#blocked.none describes whether a Body is blocked on any edge.
blocked
and touching now have identical keys. - Arcade.Body#stop halts all motion.
- Emitter#count records some diagnostic quantities:
count.emitted
,count.failed
,count.totalEmitted
,count.totalFailed
. - Group#shuffle orders children randomly.
- PIXI.Sprite.defaultAnchor holds the initial anchor values for new Sprites (default: [x=0, y=0]).
- Phaser.Math.HALF_PI is π / 2.
Updates
- Added PIXI.canUseNewCanvasBlendModes to support Particle Storm Plugin (phaserjs/phaser#2909). It's equivalent to Phaser.Device.canUseMultiply.
- Debug#cameraInfo now displays the follow target (
target
),roundPx
,atLimit
, anddeadzone
. - Debug#isDisabled is now defined in two additional cases:
true
when a new game is created withenableDebug: false
; andfalse
otherwise. As before, it istrue
when Phaser is built without the Debug class. - ScaleManager#forceOrientation warns if you try to force both orientations.
- WebGLRenderer#setTexturePriority warns if
maxTextureAvailableSpace
is exhausted. - Documented an undocumented feature of Phaser.Signal: returning
false
from a callback stops Signal propagation, just as Signal#halt does (#243).
Bug Fixes
- Fixed WebGLRenderer#setTexturePriority not clearing the current batch.
- Fixed incorrect
worldRotation
for some objects (#259). - Fixed
NaN
value for some objects'worldRotation
andworldScale
properties.worldTransform
was still correct. - Fixed Phaser.Input#hitTest when texture resolution ≠ 1.
- Fixed an incorrect area in Phaser.Input#hitTest when a Creature is reversed on either axis.
- Fixed camera shake failing to be reset to 0 when camera is reset.
- Added some missing TypeScript return values (#255).
- Fixed typo for TypeScript definition of
IGameConfig.multiTexture
property.
Thanks
@andrewjb123, @dhashvir, @Formic, @jbpuryear, @noidexe, @pavle-goloskokovic, @photonstorm, @rgk, @samme, stupot