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Docs and Change Log update.
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CHANGELOG.md
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# Change Log
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## Version 2.2.2 - "Alkindar" - 6th January 2015
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### New Features
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* Phaser.Loader now supports BLOB urls for audio files (thanks @aressler38 #1462)
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* Line.reflect will calculate the reflected, or outgoing angle of two lines. This can be used for Body vs. Line collision responses and rebounds.
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* Line.normalAngle gets the angle of the line normal in radians.
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* Line.normalX and Line.normalY contain the x and y components of the left-hand normal of the line.
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* Line.fromAngle will sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
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* BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their `exists` property set to `true`. The children will be drawn at their `x` and `y` world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
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### Updates
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* TypeScript definitions fixes and updates (thanks @clark-stevenson @Schmavery)
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* DOM.visualBounds now includes scroll bars (#1429)
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* The new fixed time-step code has been more carefully linked to Pixi transform updates. This should finally put a stop to the tunneling issues that were being reported.
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* Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch `onComplete(target, tween)`` as the parameters in that order (thanks @P0rnflake #1450)
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* Removed redundant `tolerance` parameter from Rectangle.intersects (thanks @toolness #1463)
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* Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454)
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* Device.webAudio check inversed to avoid throwing a warning in Chrome.
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* Mouse.mouseMoveCallback is flagged as deprecated.
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* Remove `tw` and `th` init from TilemapLayer (thanks @nextht #1474)
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* Particles.Arcade.Emitter.makeParticles now checks the given `quantity` value against `Emitter.maxParticles`. If `quantity` is more than `maxParticles` then the `maxParticles` value is reset to the new `quantity` given (as this is how most devs seem to use it).
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* Particles.Arcade.Emitter.emitParticle now returns a boolean depending if a particle was emitted or not.
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* Particles.Arcade.Emitter.update only updates `_counter` if a particle was successfully emitted.
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* Phaser.Point.angleSq removed. It didn't work so any code relying on it would be broken, and it's unclear what it was meant for (thanks @nextht #1396)
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* BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.
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* BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
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### Bug Fixes
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* Fix / double-copy for Safari tilemap bug when rendering with delta scrolling. This fixes tilemaps not appearing to update on Safari OS X and iOS specifically (thanks @pnstickne @neurofuzzy @lastnightsparty #1439 #1498)
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* Simplified call to `updateTransform`. This is the unified and verified fix for #1424 #1479 #1490 #1502 and solves issues with physics tunneling and visual glitches under the new time step code.
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* Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419)
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* The click trampoline added for IE prevented Chrome for Android from being
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able to launch Full Screen mode with the default parameters for
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ScaleManger#startFullScreen (the desktop version of Chrome was not
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affected.). This is now fixed and additional compatibility settings (clickTrampoline) that can be used to configure when such is used. By default the 'when-not-mouse' mode is only enabled for Desktop browsers, where the
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primary input is ubiquitously a mouse. There are no known breaking compatibility changes - the Full Screen should be initiatable in Chrome for Android as it was in 2.1.x. The default Android browser does not support Full Screen (thanks @pnstickne)
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* TilemapParser now checks for image collections, avoiding crashes. These would arise with maps exported from the new release of Tiled (thanks @paul-reilly #1440)
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* Group.replace could still access `newChild.parent` after it was set to `undefined`. This unifies the approach (thanks @pnstickne #1410 #1417)
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* P2.postBroadphaserHandler updated to avoid skipping final 2 pairs.
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* The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412)
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* The RandomDataGenerator could be seeded with an array of values. However if the array contained a zero it would stop seeding from that point (thanks @jpcloud @pnstickne #1456)
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* Added extra checks to Sound.play to stop it throwing DOM Exception Error 11 if the `sound.readyState` wasn't set or the sound was invalid. Also wrapped `stop()`` call in a `try catch`.
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* Time.reset would incorrectly reset the `_started` property, now maps it to `Time.time` (thanks @XekeDeath #1467)
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* Fix floating point inaccuracy in Tween easing edge cases (thanks @jounii #1492)
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* Phaser.Signal was causing a CSP script-src violations in Cordova and Google Chrome Apps (thanks @elennaro #1494)
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* Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497)
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* AnimationManager.destroy is now more careful about clearing up deep references (thanks @Arturszott #1449)
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* Ellipse.right and Ellipse.bottom setters fixed (thanks @nextht #1397)
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* Fixed double Ellipse.getBounds definition (thanks @nextht #1397)
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* TileSprite.loadTexture crashed when textures were updated in WebGL (thanks @pandavigoureux29 #1495)
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### Pixi.js 2.2.0 Updates
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* The strip class has now three extra properties, canvasPadding, paddingX, and paddingY : @darionco
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* Added mipmap option to to textures.
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* Added the ability to use GL_TRIANGLES when rendering Strips @darionco
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* Added the ability to tint the Graphics.
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* Fixed Y-flipped mask issue on render texture.
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* Fixed the issue where you could an alpha that is more than one and it would.
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* Fixed text issues when using accents.
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* Fixed sprite caching not clearing the previous cached texture : @kambing86
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* Fixed arcTo issues.
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* Vertex buffer and and vertex shader optimisation and reduced memory footprint on the tint and alpha : @bchevalier
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* Applied the new generic updateTransform to spritebatch : @kambing86
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## Version 2.2.1 - "Danabar" - 4th December 2014
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### Bug Fixes
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14
README.md
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README.md
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@ -10,7 +10,7 @@ Along with the fantastic open source community Phaser is actively developed and
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Thousands of developers worldwide use it. From indies and multi-national digital agencies to schools and Universities. Each creating their own incredible games. Grab the source and join in the fun!
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* **Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (feel free to use #phaserjs)
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* **Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#phaserjs)
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* **Learn:** [API Documentation](http://docs.phaser.io), [Support Forum][forum] and [StackOverflow](http://stackoverflow.com/questions/tagged/phaser-framework)
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* **Code:** 400+ [Source Examples](http://examples.phaser.io) (also available in this [git repo][examples])
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* **Read:** Subscribe to the [Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E) and grab our [Phaser Books](https://leanpub.com/u/photonstorm)
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@ -41,9 +41,9 @@ Thousands of developers worldwide use it. From indies and multi-national digital
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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 but 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 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 either.
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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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Prefer **videos** to reading? Lynda.com have published a free course: [HTML5 Game Development with Phaser](http://www.lynda.com/Phaser-tutorials/HTML5-Game-Development-Phaser/163641-2.html)
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Use the [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide we wrote for GameDevTuts+. It covers finding tutorials, examples and support.
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Use the [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide we wrote for GameDevTuts+. It covers finding tutorials, examples and getting support.
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Although currently a bit of a "wall of text" we urge you to check out the **News** section of the [Phaser web site](http://phaser.io). You'll find fresh links posted there *daily*.
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Although currently a bit of a "wall of text" we urge you to keep and eye on the **News** section of the [Phaser web site](http://phaser.io). We post fresh links posted there *daily*.
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Using Phaser with **TypeScript**? Then we strongly recommend this great series of [Game From Scratch](http://www.gamefromscratch.com/page/Adventures-in-Phaser-with-TypeScript-tutorial-series.aspx) tutorials.
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Using Phaser with **TypeScript**? Check out this great series of [Game From Scratch](http://www.gamefromscratch.com/page/Adventures-in-Phaser-with-TypeScript-tutorial-series.aspx) tutorials.
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### Source Code Examples
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@ -356,7 +356,7 @@ Written something cool that shows Phaser in use? Please tell us about it in our
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Phaser is a [Photon Storm](http://www.photonstorm.com) production.
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Created by Richard Davey. Powered by coffee, anime, pixels and love.
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Created by [Richard Davey](mailto:rich@photonstorm.com). Powered by coffee, anime, pixels and love.
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The Phaser logo and characters are © 2015 Photon Storm Limited.
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