Updated readme.

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Richard Davey 2013-04-13 04:28:52 +01:00
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Phaser
======
Version 0.5
Version 0.6
12th April 2013
13th April 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@ -15,6 +15,20 @@ For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.h
![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
Change Log
----------
V0.6
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)
V0.5
Initial release
Requirements
------------
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Phaser fully or partially supports the following features. This list is growing constantly and we are aware there are still a number of essential features missing:
* Asset Loading
* Asset Loading<br />
Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File.
* Cameras
* Cameras<br />
Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following.
* Sprites
* Sprites<br />
All sprites have physics properties including velocity, acceleration, bounce and drag.
ScrollFactor allows them to re-act to cameras at different rates.
* Groups
* Groups<br />
Group sprites together for collision checks, visibility toggling and function iteration.
* Animation
* Animation<br />
Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
Animation playback controls, looping, fps based timer and custom frames.
* Collision
* Collision<br />
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
* Particles
* Particles<br />
An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties.
* Input
* Input<br />
Keyboard and Mouse handling supported (Touch coming asap)
Keyboard, Mouse and Touch handling supported (MSPointer events coming soon)
* Stage
* Stage<br />
Easily change properties about your game via the stage, such as background color, position and size.
* World
* World<br />
The game world can be any size and Sprites and collision happens within it.
* Sound
* Sound<br />
Currently uses WebAudio for playback. A lot more work needs to be done in this area.
* State Management
* State Management<br />
For larger games it's useful to break your game down into States, i.e. MainMenu, Level1, GameOver, etc.
The state manager makes swapping states easy, but the use of a state is completely optional.
* Cache
* Cache<br />
All loaded resources are stored in an easy to access cache, which can be cleared between State changes
or persist through-out the whole game.
* Tilemaps
* Tilemaps<br />
Support for CSV and Tiled JSON format tile maps is implemented but currently limited.
![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png)