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Copy file name to clipboardexpand all lines: CHANGELOG.md
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See [README: Change Log: Unreleased](README.md#unreleased).
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## Version 2.11.1 - 2 October 2018
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### Bug Fixes
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* Fixed an error passing `box2d` options in the game configuration settings (#553).
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* Fixed some compressed texture formats failing to load (#562).
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* Fixed an issue where if the WebGL renderer failed to initialize that RenderTexture's would still try to use it if no renderer was provided (#575).
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* Fixed an inconsistent return value in BitmapData#copy (#580).
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* Tweens are now cleaned up completely when destroying the game (#581).
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* Game now nulls a reference to itself from PIXI after destroy (#583).
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* Fixed a BitmapFont frame error when using trim frame in atlas (#587).
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* Fixed BitmapData#shadow ignoring blur or x/y offset when set to 0 (#591).
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### Updates
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* AnimationParser.spriteSheet now tells you the minimum image dimensions it expects if it fails to produce at least one complete frame from the spritesheet (#559).
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* Game now checks SoundManager's `muteOnPause` property whenever the game's `paused` property is set so one can control whether sounds play when the game is manually paused. Previously, the property was only used when the game focus was lost in the DOM (#572).
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### TypeScript definitions
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* Fixed the definition for bitmapText() in GameObjectFactory (#561).
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* Fixed the definition for clear() in RenderTexture (#573).
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* Fixed the definition for Video volume.
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### Documentation
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* Changed [the game configuration object's](https://photonstorm.github.io/phaser-ce/global.html#GameConfig)`canvasID` property name. The previous name, `canvasId`, was incorrect and would be ignored.
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* Clarified the `spacing` argument in Loader#spritesheet (#448, #559).
Copy file name to clipboardexpand all lines: README.md
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Phaser v2 was built and maintained by [Photon Storm](http://www.photonstorm.com) and turned over to the community (as Phaser CE) in November 2016. [Phaser v3](http://phaser.io/phaser3) is in active development.
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The [current Phaser CE release is 2.11.0](https://github.com/photonstorm/phaser-ce/releases/tag/v2.11.0).
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The [current Phaser CE release is 2.11.1](https://github.com/photonstorm/phaser-ce/releases/tag/v2.11.1).
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-**Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#[phaserjs](https://twitter.com/hashtag/phaserjs))
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-**Learn:**[API Docs](https://photonstorm.github.io/phaser-ce/), [Support Forum][forum] and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)
@@ -128,16 +128,16 @@ Please see additional steps for [Browserify/CommonJS](#browserify) and [Webpack]
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[Phaser CE is on jsDelivr](http://www.jsdelivr.com/projects/phaser-ce), a "super-fast CDN for developers". Include the following in your html:
If you're starting or stopping input handlers manually, you'll have to make some simple changes to your code.
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### API Changes / New Features
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* Phaser now starts the [Pointer Events handler](https://photonstorm.github.io/phaser-ce/Phaser.MSPointer.html) (with capture off) or the [Mouse handler](https://photonstorm.github.io/phaser-ce/Phaser.Mouse.html) (with capture off), but not both. This makes input behavior more consistent and avoids some rare conflicts between the two when running simultaneously.
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If you want to disable the Pointer Events handler, pass `{ mspointer: false }` in your game config. The Mouse handler will be used instead.
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If you want to run both handlers together, you can start the Mouse handler manually. You should also turn on capture for the Pointer Events handler to avoid duplicate events:
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```javascript
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game.input.mouse.start();
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game.input.mspointer.capture=true;
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```
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*[Mouse wheel input](https://photonstorm.github.io/phaser-ce/Phaser.MouseWheel.html) was moved to `input.mouseWheel`. The changed properties are
There is a new Signal, `input.pointerLock.onError`, dispatched when a request fails.
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Beware that [Chrome < 68 doesn't pass movement values when using Pointer Events with pointer lock](https://bugs.chromium.org/p/chromium/issues/detail?id=836995), so you should use the Mouse handler instead for that.
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*`game.debug.inputInfo()` now shows which input handlers and pointers are active.
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* All the input handlers have an `active` property that shows whether they've been started. Their `start` methods return true if they've been started or false otherwise.
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* The `skipFrames` argument in [AnimationParser#spriteSheet](https://photonstorm.github.io/phaser-ce/Phaser.AnimationParser.html#_spriteSheet) now works as an offset (#514). When positive, it's an offset from the start of the parsed frame list; when negative, it's an offset from the end. Negative `frameWidth` and `frameHeight` arguments are no longer allowed.
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* preRender() and postRender() hooks are no longer called for the HEADLESS renderer.
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*`game.make.group()` no longer assigns a default parent. This is more consistent with the rest of the [game.make](https://photonstorm.github.io/phaser-ce/Phaser.GameObjectCreator.html) methods (#525). Use `game.add.group()` instead to add the Group to the game world.
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*[Point.parse()](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#_parse) no longer converts coordinates to integers (#502). Use the new method [Point.trunc()](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#_trunc) as well if you want the previous behavior.
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* The default [Debug#font](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#font) is now '14px monospace'.
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* The unused and deprecated property MSPointer#button was removed.
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### New Features
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* States have a new [postUpdate](https://photonstorm.github.io/phaser-ce/Phaser.State.html#postUpdate) method hook. It's called after game objects have received all their own updates (including physics), but before the Stage has calculated the final transformations.
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*[Debug#spriteInfo](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#spriteInfo) shows the sprite's parent, if any.
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* When a sprite is being dragged you can read its change in position (as `deltaX`, `deltaY`) in the [onDragUpdate](https://photonstorm.github.io/phaser-ce/Phaser.Events.html#onDragUpdate) handler.
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*[Phaser.Math.trunc()](https://photonstorm.github.io/phaser-ce/Phaser.Math.html#trunc) truncates a number.
*[Debug#device](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#device) shows device graphics, audio, and input support. It may be helpful on devices where you can't see `console` output easily.
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*[Debug#pointer](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#pointer) shows the pointer's movementX/movementY values and button states (for mouse pointers).
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*`maxPointers` can be passed in the [game config](https://photonstorm.github.io/phaser-ce/global.html#GameConfig), setting [Input#maxPointers](https://photonstorm.github.io/phaser-ce/Phaser.Input.html#maxPointers).
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### Updates
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* Removed the unnecessary 'Audio source already exists' warning.
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### Bug Fixes
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* Masks are no longer disabled by getBounds() and are excluded from bounds calculations (#334).
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* Sprites' [bringToTop()](https://photonstorm.github.io/phaser-ce/Phaser.Sprite.html#bringToTop) and [sendToBack()](https://photonstorm.github.io/phaser-ce/Phaser.Sprite.html#sendToBack) methods now work as expected for all parent types, not just Groups (#549).
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