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Huge docs update.
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README.md
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README.md
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@ -35,19 +35,11 @@ Thousands of developers worldwide use it. From indies and multi-national digital
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![div](http://www.phaser.io/images/github/div.png)
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<a name="whats-new"></a>
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## What's new in 2.2.2?
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## What's new in 2.3.0?
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<div align="center"><img src="http://phaser.io/images/github/news.jpg"></div>
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Happy New Year! Welcome to the first release of Phaser in 2015.
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We're kicking off the year with the 2.2.2 release. This is mostly a maintenance release and fixes a few crucial issues such as tilemap rendering in Safari and physics performance. But a few small yet super-useful features sneaked in too, my favourite being that the Loader now supports BLOB urls for audio files.
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We're hard at work on Phaser 3. Development on the brand new renderer began in earnest last year and we're already seeing exceptional results from it. You can follow our development in the forum and public repo. Even though we're working on taking Phaser 3 into ES6 and the next generation of web browsers, we haven't stopped with the 2.x branch.
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If you take a peek at the [2.3 milestones](https://github.com/photonstorm/phaser/milestones/2.3.0) you'll see we've got some great features in build. Included is a refactoring of all the Game Object classes, a new parallel asset loader and more consistent Text style handling.
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After the runaway success Phaser enjoyed in 2014 we're really excited to see what this year will bring, and hope you'll join us for the ride.
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Lots :)
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Happy coding everyone! See you on the forums.
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@ -62,15 +54,33 @@ Version 2.3.0 - "Tarabon" - in dev
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### Significant Updates
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#### Game Objects, Components and Custom Builds
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#### Game Objects and Components
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All of the core Game Objects have received a small but important restructuring.
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All of the core Game Objects have received an important internal restructuring. We have moved all of the common functions to a new set of Component classes. They cover functionality such as 'Crop', 'Physics Body', 'InCamera' and more. You can find the source code to each component in the `src/gameobjects/components` folder of the repo.
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All of the Game Object classes have been restructured to use the new component approach. This puts an end to the "God classes" structure we had before and removes literally hundreds of lines of duplicate code. It also allowed us to add features to Game Objects; for example Bitmap Text objects are now full-class citizens with regard to physics capabilities.
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Although this was a big internal shift from an API point of view not much changed - you still access the same methods and properties in the same way as before. Phaser is just a lot leaner under the hood now.
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It's worth mentioning that from a JavaScript perspective components are mixins applied to the core game objects when Phaser is instantiated. They are not added at run-time or are dynamic (they never get removed from an object once added for example). Please understand that this is by design.
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You can create your own custom Phaser classes, with your own set of active components by copying any of the pre-existing Game Objects and modifying them.
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#### Custom Builds
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As a result of the shift to components we went through the entire source base and optimised everything we could. Redundant paths were removed, debug flags removed and new stub classes and hooks were created. What this means is that it's now easier than ever to "disable" parts of Phaser and build your own custom version.
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We have always included a couple of extra custom builds with Phaser. For example a build without P2 Physics included. But now you can strip out lots of additional features you may not require, saving hundreds of KB from your build file in the process. Don't use any Sound in your game? Then you can now exclude the entire sound system. Don't need Keyboard support? That can be stripped out too.
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As a result of this work the minimum build size of Phaser is now just 83KB (minified and gzipped).
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Please see the README instructions on how to create custom builds.
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### Arcade Physics
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We've updated the core of Arcade Physics in a number of significant ways.
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First we've dropped lots of internal private vars and moved to using non-cached local vars. Array lengths are no longer cached and we've implemented physicsType properties on Game Objects to speed-up the core World collideHandler. All of these small changes have lead to a nice improvement in speed as a result, and also allows us to now offer things like physics enabled BitmapText objects.
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First we've dropped lots of internal private vars and moved to using non-cached local vars. Array lengths are no longer cached and we've implemented `physicsType` properties on Game Objects to speed-up the core World collideHandler. All of these small changes have lead to a nice improvement in speed as a result, and also allows us to now offer things like physics enabled BitmapText objects.
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More importantly we're now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritize via the new `sortDirection` property. By default it is set to `Phaser.Physics.Arcade.LEFT_RIGHT`. For example if you are making a horizontally scrolling game, where the player starts on the left of the world and moves to the right, then this sort order will allow the physics system to quickly eliminate any objects to the right of the player bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve the fps rate *dramatically*.
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@ -106,9 +116,9 @@ Thanks to @pnstickne for vast majority of this update.
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We are now using our own custom build of Pixi v2. The Pixi project has moved all development resources over to Pixi v3, but it wasn't ready in time for the release of Phaser 2.3 so we've started applying our own fixes to the version of Pixi that Phaser uses.
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As a result we have removed all files from the src/pixi folder that Phaser doesn't use in order to make this distinction clearer. This includes `EventTarget`, so if you were relying on that in your game you'll need to add it back in to your local build.
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As a result we have removed all files from the `src/pixi` folder that Phaser doesn't use, in order to make this distinction clearer. This includes `EventTarget`, so if you were relying on that in your game you'll need to add it back in to your local build.
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We've also removed functions and properties from Pixi classes that Phaser doesn't require - such as the Interaction Manager, Stage.dirty, etc. This has helped us cut down the source code size and make the docs less confusing, as they no longer show properties for things that weren't even enabled.
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We've also removed functions and properties from Pixi classes that Phaser doesn't require: such as the Interaction Manager, Stage.dirty, etc. This has helped us cut down the source code size and make the docs less confusing, as they no longer show properties for things that weren't even enabled.
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We've rolled our own fixes into our version of Pixi, ensuring we keep it as bug-free as possible.
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@ -128,7 +138,7 @@ We've rolled our own fixes into our version of Pixi, ensuring we keep it as bug-
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* TilemapLayer.setScale will allow you to apply scaling to a specific Tilemap layer, i.e. `layer.setScale(2)` would double the size of the layer. The way the Camera responds to the layer is adjusted accordingly based on the scale, as is Arcade collision (thanks @mickez #1605)
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* SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.
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* Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
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* Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
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* left, right, top and bottom are new properties that contain the totals of the Game Objects position and dimensions, adjusted for the anchor. These are available on any Game Object with the Bounds Component.
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* Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
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* Emitter.flow now works in a slightly different (and more useful!) way. You can now specify a `quantity` and a `total`. The `quantity` controls how many particles are emitted every time the flow frequency is met. The `total` controls how many particles will be emitted in total. You can set `total` to be -1 and it will carry on emitting at the given frequency forever (also fixes #1598 thanks @brianbunch)
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* ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call `destroy` on them as well.
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@ -141,7 +151,7 @@ We've rolled our own fixes into our version of Pixi, ensuring we keep it as bug-
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### Updates
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* TypeScript definitions fixes and updates (thanks @Phaiax @Bilge @clark-stevenson @TimvdEijnden @belohlavek @ivw @vulvulune @zeh)
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* TypeScript definitions fixes and updates (thanks @Phaiax @Bilge @clark-stevenson @TimvdEijnden @belohlavek @ivw @vulvulune @zeh @englercj)
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* There is a new TypeScript defs file (phaser.comments.d.ts) which now has all of the jsdocs included! (thanks @vulvulune #1559)
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* Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
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* Sound.stop and Sound.destroy now halt a fade tween if in effect.
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@ -151,9 +161,9 @@ We've rolled our own fixes into our version of Pixi, ensuring we keep it as bug-
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* Added missing plugins member in Phaser.Game class (thanks @Bilge #1568)
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* Lots of JSDocs fixes (thanks @vulvulune @micahjohnston @Marchys @JesseAldridge)
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* TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585)
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* Sprite.events.onDragStart has 2 new parameters `x` and `y` which is the position of the Sprite before the drag was started. The full list of parameters is: `(sprite, pointer, x, y)`. This allows you to retain the position of the Sprite prior to dragging should `dragFromCenter` have been enabled (thanks @vulvulune #1583)
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* Sprite.events.onDragStart has 2 new parameters `x` and `y` which is the position of the Sprite *before* the drag was started. The full list of parameters is: `(sprite, pointer, x, y)`. This allows you to retain the position of the Sprite prior to dragging should `dragFromCenter` have been enabled (thanks @vulvulune #1583)
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* Body.reset now resets the Body.speed value to zero.
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* Device.touch checks if `window.navigator.maxTouchPoints` is `>= 1` rather than > 1, which now allows touch events to work properly in Chrome mobile emulation.
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* Device.touch checks if `window.navigator.maxTouchPoints` is `>= 1` rather than `> 1`, which allows touch events to work properly in Chrome mobile emulation.
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* Loader.XDomainRequest wasn't used for atlas json loading. It has now been moved to the `xhrLoad` method to ensure it's used for all request if required (thanks @draconisNoctis #1601)
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* Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
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* If `Body.customSeparateX` or `customSeparateY` is `true` then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in `Body.overlapX` and `overlapY`, so you can use these values to perform your own separation in your collision callback (#992)
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