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

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Phaser 3.60.0 Change Log

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Group, Layer and Game Object New Features

  • When using Group.createMultiple it will now skip the post-creations options if they are not set in the config object used, or a Game Object constructor. Previously, things like alpha, position, etc would be over-written by the defaults if they weren't given in the config, but now the method will check to see if they are set and only use them if they are. This is a breaking change, but makes it more efficient and flexible (thanks @samme)
  • GameObjects.Layer.addToDisplayList and removeFromDisplayList are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)
  • GameObjects.Polygon.setTo is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix #6151 (thanks @PhaserEditor2D)

Game Object Updates

  • The GameObject.getBounds method will now return a Geom.Rectangle instance, rather than a plain Object (thanks @samme)
  • The GetBounds.getCenter method now has an optional includeParent argument, which allows you to get the value in world space.
  • The Transform Component has a new boolean read-only property hasTransformComponent which is set to true by default.

DOM Element Game Object Updates

  • The DOMElement.preUpdate method has been removed. If you overrode this method, please now see preRender instead.
  • DOMElement.preRender is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)

Light Game Object Updates

  • The Light Game Object now has the Origin and Transform components, along with 4 new properties: width, height, displayWidth and displayHeight. This allows you to add a Light to a Container, or enable it for physics. Fix #6126 (thanks @jcoppage)

Transform Matrix Updates

  • TransformMatrix.setQuad is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new TransformMatrix.quad Float32Array, which is also returned from this method.
  • TransformMatrix.multiply now directly updates the Float32Array, leading to 6 less getter invocations.

Game Object Bug Fixes

  • The renderFlags property, used to determine if a Game Object will render, or not, would be calculated incorrectly depending on the order of the scaleX and scaleY properties. It now works regardless of the order (thanks @mizunokazumi)
  • When calling GameObject.getPostPipeline and passing in a string for the pipeline name it would error with 'Uncaught TypeError: Right-hand side of 'instanceof' is not an object'. This is now handled correctly internally (thanks @neki-dev)
  • The GameObject.willRender method will now factor in the parent displayList, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix #5883 (thanks @rexrainbow)
  • The GetBounds component has been removed from the Point Light Game Object. Fix #5934 (thanks @x-wk @samme)
  • Although not recommended, when adding a Layer Game Object to another Layer Game Object, it will no longer error because it cannot find the removeFromDisplayList function. Fix #5595 (thanks @tringcooler)
  • The DisplayList will now enter a while loop until all Game Objects are destroyed, rather than cache the list length. This prevents "cannot read property 'destroy' of undefined" errors in Scenes. Fix #5520 (thanks @schontz @astei)
  • Layers will now destroy more carefully when children destroy themselves (thanks @rexrainbow)
  • The DisplayList.addChildCallback method will now check to see if the child has a parent container, and if it does, remove it from there before adding it to the Scene Display List. Fix #6091 (thanks @michalfialadev)

Rope Game Object Bug Fixes

  • If Rope.setPoints was called with the exact same number of points as before, it wouldn't set the dirty flag, meaning the vertices were not updated on the next render (thanks @stupot)

Rectangle Game Object Bug Fixes

  • During a call to GameObject.Shapes.Rectangle.setSize it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)

Path Follower Game Object Bug Fixes

  • If you start a PathFollower with a to value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)

Polygon Game Object Bug Fixes

  • The Polygon Game Object would ignore its closePath property when rendering in Canvas. Fix #5983 (thanks @optimumsuave)

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