v3.17
v3.17.11
Fixes for text caching bugs with p5.js v1.8.0.
v3.17.8
Bug fix. When setting a sprite's collider type to 'none' with the property setter, for sprites with no overlap sensors, after destroying the body I needed to also set this.body = null
.
v3.17.6
Support for negative sprite.scale
(which mirrors the sprite).
Support use of sprite.moveTo
with null values for x or y destination. Will only ensure move along one axis, used internally by move
if a cardinal direction is used.
v3.17.4
Took out the deprecation warning for group.collides(sprite)
cause even though its implementation is a bit messier than sprite.collides(group)
I think the former can read better for users in some scenarios, especially if only the first input param to the callback needs to be used. For example:
arrows.collides(shield, (arrow) => arrow.remove());
v3.17.3
Added warning if animation is cloned before it's loaded:
The animation named "${this.name}" must be loaded before it can be properly copied. Sprites need their own copy of a group's animation. Try loading the animation in the preload function and creating new group sprites in the setup function.
v3.17.1
Fixed a little mistake in the internal helper function group._ensureCollide
. I had set hasOverlaps
to true for reflexive group collisions, sprites in the same group. Which broke the example on Tile page 1.
Also only if a sprite has a tileSize
greater than 1 will it's movement with the sprite.move
function be rounded to the nearest half tileSize if direction names are used.
https://p5play.org/learn/tiles.html?page=1
v3.17.0
Last month p5.js v1.8.0 added support for pixelDensity in p5.Graphic and p5.Image, so I had to edit p5play's textCache code to be compatible with the changes. Thanks to @ Mike on Discord for noticing this issue!