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@quinton-ashley quinton-ashley released this 20 Nov 14:27
· 62 commits to main since this release

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!