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

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Phaser 3.60.0 Change Log

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Animation System New Features

  • AnimationManager.getAnimsFromTexture is a new method that will return all global Animations, as stored in the Animation Manager, that have at least one frame using the given Texture. This will not include animations created directly on local Sprites.
  • Animation.showBeforeDelay is a new optional boolean property you can set when creating, or playing an animation. If the animation has a delay before playback starts this controls if it should still set the first frame immediately, or after the delay has expired (the default).
  • You will now get a warning from the AnimationManager and AnimationState if you try to add an animation with a key that already exists. Fix #6434.

Animation System Updates

  • Animation.stop is always called when a new animation is loaded, regardless if the animation was playing or not and the delayCounter is reset to zero. This stops animations with delays preventing other animations from being started until the delay has expired. Fix #5680 (thanks @enderandpeter)
  • Animations.AnimationManager.createFromAseprite has a new optional 3rd parameter target. This allows you to create the animations directly on a Sprite, instead of in the global Animation Manager (thanks Telemako)
  • Animations.AnimationState.createFromAseprite is a new method that allows you to create animations from exported Aseprite data directly on a Sprite, rather than always in the global Animation Manager (thanks Telemako)

Animation System Bug Fixes

  • When playing a chained animation, the nextAnim property could get set to undefined which would stop the next animation in the queue from being set. The check now handles all falsey cases. Fix #5852 (thanks @Pythux)
  • Animation.createFromAseprite would calculate an incorrect frame duration if the frames didn't all have the same speed.
  • The frame duration calculations in the AnimationManager.createFromAseprite method would be incorrect if they contained a mixture of long and very short duration frames (thanks @martincapello)

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