From 1464b6e163568c46c17c6c361d70ea07f6f2994e Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Sat, 13 Apr 2013 04:28:52 +0100 Subject: [PATCH] Updated readme. --- README.md | 49 ++++++++++++++++++++++++++++++++----------------- 1 file changed, 32 insertions(+), 17 deletions(-) diff --git a/README.md b/README.md index 04021eb24..bda8faa8c 100644 --- a/README.md +++ b/README.md @@ -1,9 +1,9 @@ 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 ------------ @@ -29,63 +43,64 @@ Phaser was born from a cross-polination of the AS3 Flixel game library and our o 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
Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File. -* Cameras +* Cameras
Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following. -* Sprites +* Sprites
All sprites have physics properties including velocity, acceleration, bounce and drag. ScrollFactor allows them to re-act to cameras at different rates. -* Groups +* Groups
Group sprites together for collision checks, visibility toggling and function iteration. -* Animation +* Animation
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
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system. -* Particles +* Particles
An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties. -* Input +* Input
- Keyboard and Mouse handling supported (Touch coming asap) + Keyboard, Mouse and Touch handling supported (MSPointer events coming soon) -* Stage +* Stage
Easily change properties about your game via the stage, such as background color, position and size. -* World +* World
The game world can be any size and Sprites and collision happens within it. -* Sound +* Sound
Currently uses WebAudio for playback. A lot more work needs to be done in this area. -* State Management +* State Management
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
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
+ 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)