Preparing dev branch for 1.1.4

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README.md
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@ -1,11 +1,11 @@
![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)
Phaser 1.1
==========
Phaser 1.1.4-dev
================
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.
Version: 1.1.3 "Arafel" - Released: November 29th 2013
Version: 1.1.4 "Kandor" - Released: -in development-
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@ -14,98 +14,51 @@ Follow on [Twitter](https://twitter.com/photonstorm)<br />
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)<br />
Try out 160+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
[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.
Welcome to Phaser
-----------------
It's staggering to think just how much has been achieved in the short time Phaser has been alive. We've implemented literally hundreds of bug fixes and updates, thanks to the effort the community puts in to reporting issues they find. Exciting new features have been merged into the core and we revisited old ones and pimped them out. We also completely overhauled the Examples Suite, removed the requirement for PHP, rebuilt it and filled it with over 150 examples to dig in and learn from. And more importantly we've got our first pass at the API docs ready too.
Over 1000 github stars! Wow! The latest release of Phaser represents another hard months work by the development team and the community at large. We've had some great contributions and have not let-up the pace of innovating and pushing Phaser forward. As we march towards the end of 2013 we do so knowing that with every passing month more and more developers are using Phaser, and more games are being made. All while it is getting stronger with each release.
There is still more to be done of course. The API docs, while a good start, are lacking in places and still need to be backed up with a proper comprehensive manual. And we desperately need to write some 'best practises' and 'getting started' tutorials too. But we hope you appreciate the amount of effort that has been put in by the team so far.
Our plan is to end 2013 with one final point release (1.1.4 - "Kandor") and then we'll start planning out the features we wish to see in version 1.2 in the New Year.
There are many exciting new features and tweaks in this build that we felt it warranted a proper point release, hence the shift to version 1.1. Because of several core changes games that were in development in a 1.0.x version of Phaser may need refactoring for 1.1, but we feel those changes have helped the framework grow and mature as a whole.
As before we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm that has kept us going.
As always we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available back then: you are our heroes. It's your kind words and enthusiasm that has kept us going.
Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've only just scratched the surface of what we have planned for it.
![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png)
Getting Started Guide
---------------------
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.
There is also this great [Un-official Getting Started Guide](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework) which is well worth running through as well.
Change Log
----------
Version 1.1.3 - "Arafel" - November 29th 2013
Version 1.1.4 - "Kandor" - In development
* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
* New: The entire Phaser library has been updated to match the new JSHint configuration.
* New: Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)
* New: Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
* New: Phaser.BitmapData object. A Canvas you can freely draw to with lots of functions. Can be used as a texture for Sprites. See the new examples and docs for details.
* New: Loader can now load JavaScript files. Just use game.load.script('key', 'url') - the file will be turned into a script tag in the document head on successful load.
* New: RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
* New: Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.
* New: Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.
* New: Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.
* New: PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
* New: scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)
* New: Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
* New: Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)
* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
* New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
* New: Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
* New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* New: World.visible boolean added, toggles rendering of the world on/off entirely.
* New: Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
* New: Added Group.iterate, a powerful way to count or return children that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
* New: Added Group.sort. You can now sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) Example created to show.
* New: Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
* New: Device.littleEndian boolean added. Only safe to use if the browser supports TypedArrays (which IE9 doesn't, but nearly all others do)
* New: You can now call game.sound.play() and simply pass it a key. The sound will play if the audio system is unlocked and optionally destroy itself on complete.
* New: Mouse.capture is a boolean. If set to true then DOM mouse events will have event.preventDefault() applied, if false they will propogate fully.
* New: The object returned by Math.sinCosGenerator now contains a length property.
New features:
* Updated: Lots of documentation fixes and updates across nearly all files. Tilemap now documented for example and lots of instances of 'Description' filled out.
* Updated: ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)
* Updated: plugins now have a postUpdate callback (thanks cocoademon)
* Updated: Tided up the Graphics object (thanks BorisKozo)
* Updated: If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function.
* Updated: Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* Updated: If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
* Updated: Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
* Updated: Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
* Updated: MSPointer updated to support IE11 by dropping the prefix from the event listeners.
* Updated: Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
* Updated: Loader now uses a new queue system internally, meaning you can have assets with the same key spread across different types.
* TBC
* Fixed: Lots of fixes to the TypeScript definitions file (many thanks gltovar)
* Fixed: Tilemap commands use specified layer when one given (thanks Izzimach)
* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Fixed: Input Keyboard example fix (thanks Atrodilla)
* Fixed: BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
* Fixed: Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
* Fixed: Point.rotate asDegrees fixed (thanks BorisKozo)
* Fixed: ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
* Fixed: StageScaleMode.forceOrientation now correctly stores the forcePortrait value (thanks haden)
* Fixed: Fixes to Math and Loader (thanks theJare)
* Fixed: Tween - isRunning not reset when non-looped tween completes (thanks crazysam + kevinthompson)
* Fixed: Math.normalizeAngle and Math.wrapAngle (thanks theJare)
* Fixed: Device.isTouch modified to test maxTouchPointers instead of MSPointer.
* Fixed: InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
* Fixed: The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
* Fixed: Plugins that had a postUpdate but no Update weren't being marked as active (thanks crazysam)
* Fixed: StateManager.onPausedCallback function is not called when the game is paused (thanks haden)
* Fixed: Fix for 'jitter' in scrolling where tilemaps & sprites are one frame off (thanks jcs)
Updates:
* TBC
Bug Fixes:
* TBC
You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
You can view the complete Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
How to Build
------------
@ -118,6 +71,7 @@ Run `grunt` in the phaser folder for a list of command-line options.
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
Requirements
------------
@ -125,18 +79,19 @@ Games created with Phaser require a modern web browser that supports the canvas
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.
Phaser is 281 KB minified and 66 KB gzipped.
Phaser is 321 KB minified and 72 KB gzipped.
Features
--------
**WebGL &amp; Canvas**
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. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
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.
**Preloader**
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScrtip files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
**Physics**
@ -197,6 +152,7 @@ Although Phaser 1.0 is a brand new release it is born from years of experience b
![FruitParty](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_fruit_particles-640x480.png)
Road Map
--------
@ -227,6 +183,7 @@ Version 1.2+
* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* Look at HiDPI Canvas settings.
Learn By Example
----------------
@ -244,6 +201,7 @@ There is a new 'Side View' example viewer as well. This loads all the examples i
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
Contributing
------------
@ -255,6 +213,7 @@ You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](
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, first install it by running `npm install jshint`, then test your code by running `jshint src`. This isn't a requirement, 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.
Bugs?
-----
@ -264,10 +223,11 @@ Please add them to the [Issue Tracker][1] with as much info as possible, especia
"Being negative is not how we make progress" - Larry Page, Google
License
-------
Phaser is released under the (http://opensource.org/licenses/MIT) MIT License.
Phaser is released under the [MIT License](http://opensource.org/licenses/MIT).
[1]: https://github.com/photonstorm/phaser/issues
[phaser]: https://github.com/photonstorm/phaser

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@ -1,7 +1,80 @@
Change Log
----------
==========
Version 1.1.3 - "Arafel" - November 29th 2013
---------------------------------------------
New features:
* Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
* Phaser.BitmapData object. A Canvas you can freely draw to with lots of functions. Can be used as a texture for Sprites. See the new examples and docs for details.
* The entire Phaser library has been updated to match the new JSHint configuration.
* Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
* Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)
* Loader can now load JavaScript files. Just use game.load.script('key', 'url') - the file will be turned into a script tag in the document head on successful load.
* RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
* Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.
* Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.
* Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.
* PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
* scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)
* Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
* Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)
* Sprite.animations.getAnimation will return an animation instance which was added by name.
* Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
* Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
* StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* World.visible boolean added, toggles rendering of the world on/off entirely.
* Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
* Added Group.iterate, a powerful way to count or return children that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
* Added Group.sort. You can now sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) Example created to show.
* Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
* Device.littleEndian boolean added. Only safe to use if the browser supports TypedArrays (which IE9 doesn't, but nearly all others do)
* You can now call game.sound.play() and simply pass it a key. The sound will play if the audio system is unlocked and optionally destroy itself on complete.
* Mouse.capture is a boolean. If set to true then DOM mouse events will have event.preventDefault() applied, if false they will propogate fully.
* The object returned by Math.sinCosGenerator now contains a length property.
Updates:
* Lots of documentation fixes and updates across nearly all files. Tilemap now documented for example and lots of instances of 'Description' filled out.
* ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
* RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Button now goes back to over state when setFrames used in action (thanks beeglebug)
* plugins now have a postUpdate callback (thanks cocoademon)
* Tided up the Graphics object (thanks BorisKozo)
* If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function.
* Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
* Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
* Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
* MSPointer updated to support IE11 by dropping the prefix from the event listeners.
* Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
* Loader now uses a new queue system internally, meaning you can have assets with the same key spread across different types.
Bug Fixes:
* Lots of fixes to the TypeScript definitions file (many thanks gltovar)
* Tilemap commands use specified layer when one given (thanks Izzimach)
* Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Input Keyboard example fix (thanks Atrodilla)
* BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
* Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
* Point.rotate asDegrees fixed (thanks BorisKozo)
* ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
* StageScaleMode.forceOrientation now correctly stores the forcePortrait value (thanks haden)
* Fixes to Math and Loader (thanks theJare)
* Tween - isRunning not reset when non-looped tween completes (thanks crazysam + kevinthompson)
* Math.normalizeAngle and Math.wrapAngle (thanks theJare)
* Device.isTouch modified to test maxTouchPointers instead of MSPointer.
* InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
* The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
* Plugins that had a postUpdate but no Update weren't being marked as active (thanks crazysam)
* StateManager.onPausedCallback function is not called when the game is paused (thanks haden)
* Fix for 'jitter' in scrolling where tilemaps & sprites are one frame off (thanks jcs)
Version 1.1.2 - November 1st 2013
---------------------------------
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events.
@ -33,12 +106,16 @@ Version 1.1.2 - November 1st 2013
* Fixed issue 88 - Incorrect game.input.x/y values on click with scaled stage (thanks DrHackenstein)
* Fixed issue 143 - Entering full screen mode made the Input x/y coordinates go wrong.
Version 1.1.1 - October 26th 2013
---------------------------------
* Quick patch to get Phaser.AUTO working again on Firefox / Android.
* Any key added via addKey now automatically adds it to the capture list.
Version 1.1 - October 25th 2013
-------------------------------
What's New:
@ -164,7 +241,9 @@ What has been fixed:
* Game.destroy will now stop the raf from running as well as close down all input related event listeners (issue 92, thanks astrism)
* Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
Version 1.0.6 (September 24th 2013)
Version 1.0.6 - September 24th 2013
-----------------------------------
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
@ -180,7 +259,9 @@ Version 1.0.6 (September 24th 2013)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
Version 1.0.5 (September 20th 2013)
Version 1.0.5 - September 20th 2013
-----------------------------------
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
@ -199,7 +280,9 @@ Version 1.0.5 (September 20th 2013)
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
Version 1.0.4 (September 18th 2013)
Version 1.0.4 - September 18th 2013
-----------------------------------
* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
* Added Loader.setPreloadSprite(sprite, direction) - this will automatically apply a crop rect to the Sprite which is updated in line with the load progress.
@ -210,7 +293,9 @@ Version 1.0.4 (September 18th 2013)
* Fixed issue in Sprite where boundsY wasn't set (thanks Cameron)
* For some reason there were 2 copies of the Canvas class in the build file - fixed, a few KB saved :)
Version 1.0.3 (September 17th 2013)
Version 1.0.3 - September 17th 2013
-----------------------------------
* FrameData.getFrameIndexes and getFrameIndexesByName refactored into a more versatile getFrames function.
* Various fixes to looping parameters in the Sound system.
@ -218,7 +303,9 @@ Version 1.0.3 (September 17th 2013)
* Optimised AnimationManager.add so it will only get the required frames rather than all of them and is now faster at parsing the frame data.
* Fixed Phaser.Text and Phaser.BitmapText so they now render correctly and added several Text examples.
Version 1.0.2 (September 16th 2013)
Version 1.0.2 - September 16th 2013
-----------------------------------
* Added optional parameter to Animation.stop: resetFrame. If true the animation will be stopped and then the current frame reset to the first frame in the animation.
* Fixed an issue causing 'explode' particle bursts to ignore the quantity parameter.
@ -230,7 +317,9 @@ Version 1.0.2 (September 16th 2013)
* Added in the start of a Breakout game
* Added in the start of a Platformer game
Version 1.0.1 (September 15th 2013)
Version 1.0.1 - September 15th 2013
-----------------------------------
* Added checks into every Group function to ensure that the Group has children before running them.
* Added optional flag to Group.create which allows you to set the default exists state of the Sprites.
@ -238,7 +327,9 @@ Version 1.0.1 (September 15th 2013)
* Fixed the license in package.json
* Fixed a logic bug in the separateTileX function that would sometimes cause tunneling of big sprites through small tiles.
Version 0.9.8
-------------
* Massive refactoring across the entire codebase.
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32.
@ -347,6 +438,7 @@ Version 0.9.8
Version 0.9.6
-------------
* Virtually every class now has documentation - if you spot a typo or something missing please shout (thanks pixelpicosean).
* Grunt file updated to produce the new Special FX JS file (thanks HackManiac).
@ -434,7 +526,9 @@ Version 0.9.6
* Added the GameObjectFactory to Phaser.State
* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML.
Version 0.9.5
-------------
* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen).
* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens.
@ -468,7 +562,9 @@ Version 0.9.5
* Added fun new "map draw" test - rebound those carrots! :)
* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac)
Version 0.9.4
--------------
* Added Tilemap.getTile, getTileFromWorldXY, getTileFromInputXY
* Added Tilemap.setCollisionByIndex and setCollisionByRange
@ -480,7 +576,9 @@ Version 0.9.4
* Fixed: Circle.isEmpty properly checks diameter (thanks bapuna)
* Updated Gruntfile to export new version of phaser.js wrapped in a UMD block for require.js/commonJS (thanks Hackmaniac)
V0.9.3
Version 0.9.3
-------------
* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests.
* Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList)
@ -498,7 +596,9 @@ V0.9.3
* Removed the need for DynamicTextures to require a key property and updated test cases.
* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
Version 0.9.2
-------------
* Fixed issue with create not being called if there was an empty init method.
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
@ -506,7 +606,9 @@ Version 0.9.2
* Sprite animations don't restart if you call play on them when they are already running.
* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
Version 0.9.1
-------------
* Added the new align property to GameObjects that controls placement when rendering.
* Added an align example to the Sprites test group (click the mouse to change alignment position)
@ -517,6 +619,7 @@ for new collision system.
* Updated the States examples to bring in-line with 0.9 release.
Version 0.9
-----------
* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
@ -527,27 +630,35 @@ Version 0.9
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
Version 0.8
-----------
* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
* Updated texture atlas 4 demo to show this.
* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
* Added in DynamicTexture support and a test case for it.
Version 0.7
-----------
* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
* Added the RandomDataGenerator for seeded random number generation.
* Setting the game world size now resizes the default camera (optional bool flag)
Version 0.6
-----------
* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
* Added in Device class for device inspection.
* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
Version 0.5
-----------
* Initial release

View file

@ -95,7 +95,7 @@ $(document).ready(function(){
.done(function(data) {
if (data.version !== '1.1.3')
if (data.version !== '1.1.4')
{
$("#upgrade").append(data.version);
$("#upgrade").css('display', 'inline-block');

View file

@ -58,7 +58,7 @@ $(document).ready(function(){
.done(function(data) {
if (data.version !== '1.1.3')
if (data.version !== '1.1.4')
{
$("#upgrade").append(data.version);
$("#upgrade").css('display', 'inline-block');

View file

@ -156,7 +156,7 @@
<div class="header">
<div class="box100 no-padding">
<div class="phaser-version">
<span>Phaser Version: 1.1.3</span>
<span>Phaser Version: 1.1.4</span>
<a id="upgrade" href="https://github.com/photonstorm/phaser" class="version-button">New version: </a>
</div>
</div>

View file

@ -12,7 +12,7 @@
<div class="header">
<div class="box100 no-padding">
<div class="phaser-version">
<span>Phaser Version: 1.1.3</span>
<span>Phaser Version: 1.1.4</span>
<a id="upgrade" href="https://github.com/photonstorm/phaser" class="version-button">New version: </a>
</div>
</div>

View file

@ -19,7 +19,7 @@
</div>
<div id="footer">
<p id="total">Total examples: </p>
<p>Phaser version: 1.1.3</p>
<p>Phaser version: 1.1.4</p>
<p><a href="index.html">Switch to Full View</a></p>
</div>

View file

@ -1,6 +1,6 @@
{
"name": "Phaser",
"version": "1.1.3",
"version": "1.1.4",
"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
"author": "Richard Davey",
"logo": "https://raw.github.com/photonstorm/phaser/master/phaser-logo-small.png",

View file

@ -9,7 +9,7 @@
*
* Phaser - http://www.phaser.io
*
* v1.1.3 - Released November 28th 2013.
* v1.1.4-dev - Released November 28th 2013.
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*

View file

@ -10,7 +10,7 @@
var Phaser = Phaser || {
VERSION: '<%= version %>',
DEV_VERSION: '1.1.3',
DEV_VERSION: '1.1.4',
GAMES: [],
AUTO: 0,