mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
Added the new Button game object and various other input and tilemap fixes.
This commit is contained in:
@@ -30,12 +30,9 @@ TODO:
|
||||
* Game.Time should monitor pause duration
|
||||
* Investigate bug re: tilemap collision and animation frames
|
||||
* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
|
||||
* If the Camera is larger than the Stage size then the rotation offset isn't correct
|
||||
* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
|
||||
* Bug: Sprite x/y gets shifted if dynamic from the original value
|
||||
* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
|
||||
* Add JSON Texture Atlas object support.
|
||||
* Swap to using time based motion (like the tweens) rather than delta timer - it just doesn't work well on slow phones
|
||||
* Pointer.getWorldX(camera) needs to take camera scale into consideration
|
||||
* If stage.clear set to false and game pauses, when it unpauses you still see the pause arrow - resolve this
|
||||
* Add clip support + shape options to Texture Component.
|
||||
@@ -54,13 +51,12 @@ TODO:
|
||||
* QuadTree.physics.checkHullIntersection
|
||||
* Fix the Motion methods for the new physics system
|
||||
* Move findShapeByPoint etc from Space to Manager (or at least add a proxy to them)
|
||||
* Make onInput events created only if input component is started
|
||||
* Add button mode linked to sprite frames
|
||||
* Add visible toggle if tween property is alpha <> 01
|
||||
* Camera.isHidden uses an array and length check, faster to swap for a single counter, also try to remove indexOf check
|
||||
* Tilemap.render - move layers length to var
|
||||
* Camera control method (touch/keyboard)
|
||||
|
||||
* Tilemap.destroy needs doing
|
||||
* Look at the input targetObject - it doesn't seem to get cleared down all the time, maybe just a priority/alpha issue (check vis/alpha?)
|
||||
|
||||
V1.0.0
|
||||
|
||||
@@ -136,6 +132,16 @@ V1.0.0
|
||||
* Moved 'facing' property from Sprite.body to Sprite.texture (may move to Sprite core)
|
||||
* Added Sprite.events.onDragStart and onDragStop
|
||||
* A tilemap can now be loaded without a tile sheet, should you just want to get the tile data from it and not render.
|
||||
* Added new Sprite.events: onAnimationStart, onAnimationComplete, onAnimationLoop
|
||||
* Added in support for the Input component PriorityID value and refactored Input.Pointer to respect it. Rollovers are perfect now :)
|
||||
* Added 2 new State functions: loadRender and loadUpdate, are called the same as render and update but only during the load process
|
||||
* Fixed Input.stopDrag so it fires an onInputUp event as well from the sprite.
|
||||
* Added support for a preRender state - very useful for certain types of special effects.
|
||||
* Cameras are now limited so they can never be larger than the Game.Stage size.
|
||||
* Added a new Button Game Object for easily creating in-game UI and menu systems.
|
||||
* Fixed bug where Sprite.alpha wasn't properly reflecting Sprite.texture.alpha.
|
||||
* Fixed bug where the hand cursor would be reset on input up, even if the mouse was still over the sprite.
|
||||
* Fixed bug where pressing down then moving out of the sprite area wouldn't properly reset the input state next time you moved over the sprite.
|
||||
|
||||
|
||||
V0.9.6
|
||||
|
||||
Reference in New Issue
Block a user