phaser/README.md

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![Phaser 2.0](http://www.phaser.io/images/phaser2-github.png)
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# Phaser 2.0.4-dev
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 2.0.4 "Mos Shirare" - Released: -in development-
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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* View the [Official Website](http://phaser.io)
* Follow on [Twitter](https://twitter.com/photonstorm)
* Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
* Source code for 250+ [Phaser Examples](https://github.com/photonstorm/phaser-examples)
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* Read the [documentation online](http://docs.phaser.io)
* Browse the [Examples online](http://examples.phaser.io)
* Join our [#phaserio IRC channel](http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/) on freenode
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[Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
[![Build Status](https://travis-ci.org/photonstorm/phaser.png?branch=dev)](https://travis-ci.org/photonstorm/phaser)
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## What's new in 2.0.4?
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## Welcome to Phaser
6 months ago we released Phaser 1.0 into the world. Suffice to say that since then we've been overwhelmed at the huge surge of developers taking to it! Our github repository is consistently in the top JavaScript lists, we've over 3200 stars at the time of writing, and a wonderful, vibrant and friendly community. Phaser 2 is a natural evolution of what we started. We've focused specifically on performance and expansion with this release. Lots of developers have already reported to us considerably speed increases just by swapping to Phaser 2 (reports of 200% faster speeds on mobile aren't unheard of!). There's also a full-body physics system available now, in the form of the excellent p2.js. The upgrade to Pixi 1.5 under the hood bought lots of new visual effects in, including blend modes and tints.
And we're also really pleased to have closed down over 550 issues reported on github. We literally went through every last bug reported to us, and fixed it. All kinds of little things that as a whole make the library that much more solid. With the 2.0 release we're now freezing the API. Before we have to admit that the API changed somewhat on a whim, and we moved things around and changed things without too much consideration for fellow developers. With 2.0 that stops - we've spent long enough on this release that we're now extremely happy with the organisation of classes and methods, and while we may still need to make small tweaks in the future, none of them will be API breaking without prior community approval first. This means if you're using Phaser to teach in classes, or writing a book / tutorials around it, this is the version to base off.
If you want to port a Phaser 1.x game over to 2 then do read our [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) first.
So what's next? We have a roadmap (which you can find at the bottom of this document), but we're going to sit back and take stock for a while, building up the tutorials and sample games. We will of course jump on bug fixes quickly, but this is definitely the best release of Phaser ever. The most features, the fastest, the most stable and just generally the most fun to use.
Happy coding everyone! See you on the forums.
![boogie](http://www.phaser.io/images/spacedancer.gif)
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## Getting Started Guides
We have a new [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
We wrote a comprehensive [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide for GameDevTuts+ which covers finding tutorials, examples and support.
The [Game Mechanic Explorer](http://gamemechanicexplorer.com) is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
Finally the list of [community authored Phaser Tutorials](http://www.lessmilk.com/phaser-tutorial/) is growing fast!
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![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)
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## Change Log
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Version 2.0.4 - "Mos Shirare" - in development
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### Updates
* Updated to [Pixi.js 1.5.3](https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3)
* TypeScript definitions fixes and updates (thanks @clark-stevenson @metrofun)
* Timer has removed all use of local temporary vars in the core update loop.
* The Input.reset `hard` reset parameter is now passed down to the Keyboard and Key reset methods.
* AnimationManager.destroy now iterates through child animations calling destroy on all of them, avoiding a memory leak (thanks stauzs)
* AnimationManager.play will now call Animation.stop on the current animation before switching to the new one (thanks @nihakue, #713)
* ArcadePhysics.Body.phase is checked in postUpdate to prevent it from being called multiple times in a single frame.
* Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
* QuadTree.retrieve now checks to see if the given Sprite has a body before carrying on.
* ArcadePhysics.collideSpriteVsGroup checks if Sprite has a body before carrying on, now safely skips sub-groups or other non-Sprite group children.
* Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error.
* The Emitter no longer checks if minParticleScale = maxParticleScale for the scale check, allowing for fixed scale particles again.
* The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
* All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
* If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744)
* RandomDataGenerator.integerInRange uses a new method of rounding the value to an integer to avoid distribution probability issues (thanks PhaserFan)
* Updated the Device little / big endianess check.
* Time has been updated so that physicsElapsed can never be zero (falls back to 1/60), also fixes p2 elapsed time bug (thanks @georgiee, fix #758)
* Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
* Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
* Blank Tilemaps no longer create `null` tiles, but instead create Tile objects with an index of -1 which can be replaced and updated like any other tile.
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### New Features
* Loader now has an onFileStart event you can listen for (thanks @codevinsky, #705)
* Timer.clearPendingEvents will purge any events marked for deletion, this is run automatically at the start of the update loop.
* Device.crosswalk detects if your game is running under Intels Crosswalk XDK.
* Keyboard.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
* Key.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
* InputManager.resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
* Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
* World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
* Group.classType allows you to change the type of object that Group.create or createMultiple makes from Phaser.Sprite to your own custom class.
* Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
* Device.support32bit is a new boolean that sets if the context supports 32bit pixel manipulation using array buffer views or not.
* BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData.
* P2.World now has its own pause and resume methods, so you can pause the physics simulation independent of your game (thanks @georgiee)
* Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
* Add scaleMode params to FilterTexture and RenderTexture (pixi.js update by @giraluna)
* Point.dot - get the dot product of two Point objects.
* Point.cross - get the cross product of two Point objects.
* Point.cross - get the cross product of two Point objects.
* Point.perp - make the Point perpendicular (90 degrees rotation)
* Point.rperp - make the Point perpendicular (-90 degrees rotation)
* Point.normalRightHand - Right-hand normalize (make unit length) a Point.
* Point.angle - Returns the angle between this Point object and another object with public x and y properties.
* Point.angleSq - Returns the angle squared between this Point object and another object with public x and y properties.
* Point.getMagnitudeSq - Calculates the length squared of the Point object.
* Point.project - Project two Points onto another Point.
* Point.projectUnit - Project two Points onto a Point of unit length.
* Point.multiplyAdd - Adds two 2D Points together and multiplies the result by the given scalar.
* Point.negative - Creates a negative Point.
* Point.interpolate - Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
* Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
* The Input system is now updated even while the game is paused.
* Color.packPixel packs an rgb component into a single integer.
* Color.unpackPixel unpacks an integer into a color object.
* Color.fromRGBA converts an integer in 0xRRGGBBAA format to a color object.
* Color.toRGBA converts rgba components into a 32-bit integer.
* Color.RGBtoHSL converts an rgb color into hsl (hue, saturation, lightness)
* Color.HSLtoRGB converts hsl values into an rgb color object.
* Color.RGBtoHSV converts an rgb color into hsv (hue, saturation, value)
* Color.HSVtoRGB converts an hsv value into an rgb color object.
* Color.createColor - creates the new light-weight color object used by most Color conversion methods.
* Color.updateColor - updates an existing color object to update the rgba property.
* Color.RGBtoString converts an rgba color into a # or 0x color string.
* Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
* Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
* Timer.timeCap is a new setting allowing your Timers to protect against unexpectedly large delta timers.
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### Bug Fixes
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* The main Timer loop could incorrectly remove a TimerEvent if a new one was added specifically during an event callback (thanks @garyyeap, fix #710)
* Fixed the use of the destroy parameter in Group.removeAll and related functions (thanks @AnderbergE, fix #717)
* P2.World.convertTilemap now correctly checks the collides parameter of the tiles as it converts them.
* Animation.destroy didn't correctly clear the onStart, onLoop and onComplete signals.
* StateManager.restart incorrectly skipped the first additional parameter after clearCache (thanks @mariusbrn, fix #722)
* Line.angle and Math.angleBetween used Math.atan2 arguments in the wrong order (thanks @jotson, fix #724)
* Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733)
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* Fixed typo in P2.World.setMaterial (thanks @OpherV, fix #739)
* InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
* Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
* Circle.distance used an incorrect Math call if you wanted a rounded distance value (thanks @OpherV, fix #745)
* Point.distance used an incorrect Math call if you wanted a rounded distance value (thanks @OpherV, fix #745)
* P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749)
* Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
* Masks now work when used in RenderTextures / CacheAsBitmap and Filters (pixi.js update)
* Fixed bug where stroked text sometimes got clipped (pixi.js update)
* Fixed Polygon.contains for coordinates to the left of the polygon (thanks @vilcans, fix #766)
* Fixed issue where game pause/resume could incorrectly increment paused Timers (thanks @georgiee, fix #759)
* Fixed issue where Animations resuming from a pause would skip frames (thanks @merixstudio, fix #730)
* Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761)
### ToDo
* Stage.postUpdate may update a camera tracked object twice if it's not on the root display level (which it rarely is)
There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.
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The full Change Log is at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
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## How to Build
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We provide a fully compiled version of Phaser in the `build` folder, in both plain and minified formats.
You will also find custom builds in the `build\custom` folder, that split phaser up into components.
We also provide a Grunt script that will build Phaser from source.
Run `grunt` to perform a default build to the `dist` folder.
If you replace Pixi or p2 then run `grunt replace` to patch their UMD strings so they work properly with Phaser and requireJS.
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Note: Some of you may not be aware, but the `phaser.min.js` file in the build folder contains all 3 physics systems bundled in. If you only need Arcade Physics then you can use `build\custom\phaser-arcade-physics.min.js` instead. This will save you 180KB from the minified file size.
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## Koding
You can [![clone the Phaser repo in Koding](http://learn.koding.com/btn/clone_d.png)][koding] and then start editing and previewing code right away using their web based VM development system.
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## Bower
If you use bowser you can install phaser with:
`bower install phaser`
Nice and easy :)
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
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## CDNJS
Thanks to a community member Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
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`http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js`
Or if you prefer you can leave the protocol off, so it works via http and https:
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`//cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js`
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## Requirements
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Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above.
If you need to support IE9 or Android 2.x then you must use a build of Phaser that doesn't include P2 physics. You'll find these in the `build/custom` folder.
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/) using the provided TypeScript definitions file. We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
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Phaser is 576 KB minified (including all 3 physics engines, 311 KB without) and 128 KB gzipped (67 KB without physics libs).
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## Learn By Example
Ever since we started Phaser we've been growing and expanding our extensive set of Examples. Currently over 270 of them!
They used to be bundled in the main Phaser repo, but because they got so large and in order to help with versioning we've moved them to their own repo.
So please checkout https://github.com/photonstorm/phaser-examples
Here you'll find an ever growing suite of Examples. Personally I feel that developers tend to learn better by looking at small refined code examples, so we created hundreds of them, and create new ones to test new features and updates. Inside the `examples` repo you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect` to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try `debug.php`, which provides a minimal examples list and debug interface.
You can also browse all [Phaser Examples](http://examples.phaser.io) online.
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## Features
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**WebGL & Canvas**
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Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
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**Preloader**
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We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScript files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
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**Physics**
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Phaser ships with our Arcade Physics system, Ninja Physics and P2.JS - a full body physics system. Arcade Physics is for high-speed AABB collision only. Ninja Physics allows for complex tiles and slopes, perfect for level scenery, and P2.JS is a full-body physics system, with constraints, springs, polygon support and more.
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**Sprites**
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Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more!
Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.
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**Groups**
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Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.
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**Animation**
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Phaser supports classic Sprite Sheets with a fixed frame size, Texture Packer and Flash CS6/CC JSON files (both Hash and Array formats) and Starling XML files. All of these can be used to easily create animation for Sprites.
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**Particles**
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An Arcade Particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.
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**Camera**
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Phaser has a built-in Game World. Objects can be placed anywhere within the world and you've got access to a powerful Camera to look into that world. Pan around and follow Sprites with ease.
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**Input**
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Talk to a Phaser.Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Multi-touch, Mouse, Keyboard and lots of useful functions allow you to code custom gesture recognition.
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**Sound**
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Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming and volume. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!
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**Tilemaps**
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Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
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**Device Scaling**
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Phaser has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support.
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**Plugin system**
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We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.
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**Mobile Browser**
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Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.
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**Developer Support**
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We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.
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**Battle Tested**
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Phaser has been used to create hundreds of games, which receive millions of plays per month. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
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![FruitParty](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_fruit_particles-640x480.png)
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## Road Map
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Beyond version 2.0 here are some of the features planned for the future:
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### Version 2.1 ("Shienar")
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
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* Ability to control DOM elements from the core game and layer them into the game.
* Touch Gestures.
* Support for parallel asset loading.
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### Version 2.2 ("Tarabon")
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
* Integration with third party services like Google Play Game Services and Amazon JS SDK.
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* Flash CC HTML5 export integration.
* Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
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### Beyond version 2.2
* Test out packaging with Node-webkit.
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* Game parameters stored in Google Docs.
* Look at HiDPI Canvas settings.
* Multiple Camera support.
* DragonBones support.
* Cache to localStorage using If-Modified-Since. [See github request](https://github.com/photonstorm/phaser/issues/495)
* Allow for complex assets like Bitmap Fonts to be stored within a texture atlas.
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* Look at XDomainRequest for IE9 CORs issues.
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## Nadion
[Nadion](https://github.com/jcd-as/nadion) is a set of powerful enhancements for Phaser that makes level building even easier. It includes features such as Trigger, Area, Alarms and Emitters, debug panels, state machines, parallax layer scrolling, 'developer mode' short-cuts and more.
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## Contributing
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We now have a full [Contributors Guide][contribute] which goes into the process in more detail, but here are the headlines:
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- If you find a bug then please report it on [GitHub Issues][issues] or our [Support Forum][forum].
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- If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our [forum][forum] or email: rich@photonstorm.com
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- If you issue a Pull Request for Phaser, please only do so againt the `dev` branch and *not* against the `master` branch.
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- Before submitting a Pull Request please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, run `grunt jshint`. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.
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## Bugs?
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Please add them to the [Issue Tracker][issues] with as much info as possible, especially source code demonstrating the issue.
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![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)
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"Being negative is not how we make progress" - Larry Page, Google
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## License
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Phaser is released under the [MIT License](http://opensource.org/licenses/MIT).
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[issues]: https://github.com/photonstorm/phaser/issues
[contribute]: https://github.com/photonstorm/phaser/blob/master/CONTRIBUTING.md
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[phaser]: https://github.com/photonstorm/phaser
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[forum]: http://www.html5gamedevs.com/forum/14-phaser/
[koding]: https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1
[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)