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# Version 3.90 - Tsugumi - 23rd May 2025
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## New Features
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* `GameObjects.Rectangle.setRounded` is a new method that will allow the Rectangle Shape Game Object to have rounded corners. Pass the radius to set for the corners, or pass a value of zero to disable rounded corners.
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* `GameObjects.Rectangle.isRounded` is a new read-only boolean that can be used to determine if the Rectangle Shape Game Object has rounded corners, or not.
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* `GameObjects.Rectangle.radius` is a new read-only number that is the size of the rounded corners. Do not set directly, instead use the method `setRounded`.
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* Added `Phaser.Math.Angle.GetClockwiseDistance()` to get the shortest nonnegative angular distance between two angles. PR #7092 (thanks @samme)
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* Added `Phaser.Math.Angle.GetCounterClockwiseDistance()` gets the shortest nonpositive angular distance between two angles. PR #7092 (thanks @samme)
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* Added `Phaser.Math.Angle.GetShortestDistance()` gets the shortest signed angular distance between two angles. (This is like `Phaser.Math.Angle.ShortestBetween()` but in radians.) PR #7092 (thanks @samme)
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* Added `Phaser.GameObjects.BitmapText#setDisplaySize` method to `BitmapText` to get the original scaled size of 1. PR #6623 (thanks @samme)
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* Added fallback for Web Audio on Firefox. Firefox doesn't implement `positionX`, `positionY` and `positionZ` properties on the AudioListener instances at the moment. This prevents the follow feature from WebAudioSound to operate on Firefox. PR #7083 (thanks @raaaahman)
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## Updates
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* The `EXPAND` Scale Mode has been updated to now clamp the size of the canvas that is created, preventing it from growing too large on landscape ultra-wide displays. Fix #7027 (thanks @leha-games @rexrainbow)
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* An Error will now be thrown if you try to create a DOM Game Object but haven't correctly configured the Game Config (thanks @samme)
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## Bug Fixes
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* An erroneous `console.log` was left in the Text Game Object. This has now been removed.
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* Particle emitter color RGB arrays are cleared before repopulating. Fix #7069 (thanks @Golen87 @samme)
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* `Phaser.Animations.AnimationFrame` correctly uses frame duration when it is set. Fix #7070 (thanks @sylvainpolletvillard)
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* Particle emitter custom `moveTo` functions can now move particles. Fix #7063 (thanks @samme)
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* Changed ImageCollections default Tileset values from `null` to `undefined`. Fix #7053 (thanks @Snoturky)
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* Chained tweens now `persist` correctly even after calling `Phaser.Tweens.BaseTween#stop`. Fix #7048 (thanks @FranciscoCaetano88)
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* New left-to-right `Text` Game Objects now includes the default `canvas.dir = 'ltr` and `context.direction = 'ltr';`. Fixes a bug in Chrome 134 & Edge 134 where calling `destroy()` on a right-to-left `Text` Game Object prevents the next created left-to-right `Text` Game Object from rendering. Fix #7077 (thanks @Demeno)
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* `Grid` Game Objects renders `lineWidth` correctly in WebGL mode. Fix #7029 (thanks @AlvaroNeuronup)
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* Added `collisionMask` and `collisionCategory` checks to `Phaser.Physics.Arcade.World#separate` to allow individual physics game objects within a physics group to have it's own unique collision categories. Fix #7034 (thanks @frederikocmr)
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* Fixed Arcade Physics bug causing immovable circle objects to move when pushed by polygons. Fix #7054 (thanks @hunkydoryrepair)
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* Fixed `createFromTiles` to handle multiple tilesets when using sprite sheets. Fix #7122 (thanks @vikerman)
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* Fixed audio files not loading from Base64 data URIs (thanks @bagyoni)
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## Examples, Documentation, Beta Testing and TypeScript
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Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
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@justin-calleja
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@ixonstater
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@DayKev
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