2.4 KiB
2.4 KiB
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
BaseCamerahas had itsAlphacomponent replaced withAlphaSingle. Previously you had access to properties such asalphaTopLeftthat never worked, now it correctly has just a single alpha property (thanks @samme) Camera.scrollXandscrollYwill now only set theCamera.dirtyflag totrueif 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.isSceneCamerais a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via theCamera.setScenemethod. Once set theCamera.updateSystemmethod is skipped, preventing the WebGL Renderer from setting a scissor every frame.Camera.preRenderwill now applyMath.floorinstead ofMath.roundto the values, keeping it consistent with the Renderer when following a sprite.- When rendering a Sprite with a Camera set to
roundPixelsit will now runMath.flooron the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems. - The
CameraManager.getVisibleChildrenmethod now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan) - Removed the
TintandFlipcomponents from theCameraclass. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
Camera Bug Fixes
- The
CameraManager.destroyfunction will now remove the Scale ManagerRESIZEevent listener created as part ofboot, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23) - The Camera will now emit
PRE_RENDERandPOST_RENDERevents under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)
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