silver-fang-mini-game/node_modules/phaser/changelog/3.60/Camera.md
2024-10-27 19:54:14 +02:00

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Phaser 3.60.0 Change Log

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Camera New Features

  • You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)

Camera Updates

  • The BaseCamera has had its Alpha component replaced with AlphaSingle. Previously you had access to properties such as alphaTopLeft that never worked, now it correctly has just a single alpha property (thanks @samme)
  • Camera.scrollX and scrollY will now only set the Camera.dirty flag to true if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088 (thanks @Waclaw-I)
  • Camera.isSceneCamera is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the Camera.setScene method. Once set the Camera.updateSystem method is skipped, preventing the WebGL Renderer from setting a scissor every frame.
  • Camera.preRender will now apply Math.floor instead of Math.round to the values, keeping it consistent with the Renderer when following a sprite.
  • When rendering a Sprite with a Camera set to roundPixels it will now run Math.floor on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.
  • The CameraManager.getVisibleChildren method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)
  • Removed the Tint and Flip components from the Camera class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.

Camera Bug Fixes

  • The CameraManager.destroy function will now remove the Scale Manager RESIZE event listener created as part of boot, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23)
  • The Camera will now emit PRE_RENDER and POST_RENDER events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)

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