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Phaser.Physics.Arcade.Events is now exposed in the namespace, preve…
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…nting it from erroring if you use them in TypeScript. Fix #4481
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photonstorm committed Apr 24, 2019
1 parent 64532d8 commit 11c1b45
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1 change: 1 addition & 0 deletions CHANGELOG.md
Expand Up @@ -167,6 +167,7 @@ Notes:
* `Camera.clearRenderToTexture` will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
* Destroying a Game object during its `pointerup` event handler on a touch device will no longer cause `Uncaught TypeError: Cannot read property 'localX' of undefined`. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 (thanks @PatrickSachs)
* `InputPlugin.clear` has a new argument `skipQueue` which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a `Cannot read property 'dragState'` error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 (thanks @YannCaron)
* `Phaser.Physics.Arcade.Events` is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 (thanks @danielalves)

### Examples, Documentation and TypeScript

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1 change: 1 addition & 0 deletions src/physics/arcade/index.js
Expand Up @@ -26,6 +26,7 @@ var Arcade = {
CheckOverlap: require('./CheckOverlap'),
Collider: require('./Collider'),
Components: require('./components'),
Events: require('./events'),
Factory: require('./Factory'),
GetOverlap: require('./GetOverlap'),
Group: require('./PhysicsGroup'),
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