Lots of updates across input, rendering and grouping

This commit is contained in:
Richard Davey
2013-05-17 06:49:43 +01:00
parent a6e8436e6d
commit 55568592b5
40 changed files with 836 additions and 475 deletions
+10 -1
View File
@@ -63,12 +63,21 @@ V0.9.6
* Added Input.onDown, onUp, onTap, onDoubleTap and onHold signals - all fired by the mouse or touch.
* Added Input.recordPointerHistory to record the x/y coordinates a Pointer tracks through. Also Input.recordRate and Input.recordLimit for fine control.
* Added Input.multiInputOverride which can be MOUSE_OVERRIDES_TOUCH, TOUCH_OVERRIDES_MOUSE or MOUSE_TOUCH_COMBINE.
* Added GameObject.setBoundsFromWorld to quickly set the bounds of a game object to match those of the current game world.
* Added GameObject.canvas and GameObject.context. By default they reference Stage.canvas but can be changed to anything, i.e. a DynamicTexture
* The new canvas and context references are applied to Sprite, GeomSprite and TilemapLayer
* Added DynamicTexture.assignCanvasToGameObjects() to allow you to redirect GameObject rendering en-mass to a DynamicTexture
* Added DynamicTexture.render(x,y) to render the texture to the Stage canvas
* Added Basic.ignoreGlobalUpdate - stops the object being updated as part of the main game loop, you'll need to call update on it yourself
* Added Basic.ignoreGlobalRender - stops the object being rendered as part of the main game loop, you'll need to call render on it yourself
* Added forceUpdate and forceRender parameters to Group.update and Group.render respectively. Combined with ignoreGlobal you can create custom rendering set-ups
* Fixed Loader.progress calculation so it now accurate passes a value between 0 and 100% to your loader callback
* TODO: Check that tween pausing works with the new performance.now
* TODO: Game.Time should monitor pause duration
* TODO: Investigate bug re: tilemap collision and animation frames
* TODO: Update tests that use arrow keys and include touch/mouse support
* TODO: GameObject.clipRect
Requirements