Updated readme.

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Richard Davey 2013-04-13 04:28:52 +01:00
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Phaser Phaser
====== ======
Version 0.5 Version 0.6
12th April 2013 13th April 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com) 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) ![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
Change Log
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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 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: 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. 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. 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. All sprites have physics properties including velocity, acceleration, bounce and drag.
ScrollFactor allows them to re-act to cameras at different rates. 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. 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). 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. 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. 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. 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. 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. 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. 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. 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. 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 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. or persist through-out the whole game.
* Tilemaps * Tilemaps<br />
Support for CSV and Tiled JSON format tile maps is implemented but currently limited. 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) ![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png)